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Batch convert update

Hi Arno,
This is a wonderful tool. In batch converter, if you can have texture presets would be nice. Lots of models use the same texture and setting in Gmax, but it is not possible to do it the same time. I need to convert them one by one since the texture setting need to be done for each model.
Regards,
Tic
 
Hi Arno,
The same way an _lm texture can be added in slot, why not extend this ability to a _bump and a _specular..?
As batch means many files, it may be useful to get a log file with guid, mdl name, and maybe vertices, drawcalls...
May be a way to include a call to the mass texture editor in order to convert all related textures.

Just ideas. If you want further details, let me know.
Thanks again
 
Hi,

In batch converter, if you can have texture presets would be nice. Lots of models use the same texture and setting in Gmax, but it is not possible to do it the same time. I need to convert them one by one since the texture setting need to be done for each model.

That's an interesting idea. For the material editor having material presets is already on my wishlist. But it would also make sense in the batch mode indeed.
 
Hi,

The same way an _lm texture can be added in slot, why not extend this ability to a _bump and a _specular..?
As batch means many files, it may be useful to get a log file with guid, mdl name, and maybe vertices, drawcalls...
May be a way to include a call to the mass texture editor in order to convert all related textures.

I thought bump and specular maps made less sense, since it is not so likely you want them on every material in a whole bunch of models. Normally they are only used for special purposes. But of course I can always add the function for those who need :).

Adding an option to convert all texture was in my mind already as well. I think that could be useful.
 
Normally they are only used for special purposes.
Yes of course and I don't play with them. I was thinking about future, when each texture sheet will embed bump ans specular (and more) !
When average fps wil be about 300 :)
You're right. I guess it will be another Sim :o
 
Hi Arno,

I stumbled on this problem through a question on this forum about the conversion of FS9 scenery objects into FSX AI or user craft.
The problem consists in the fact that the scenery object was made of various bgl's. Upon decompiling and conversion with the batch converter, you find yourself with more than one mdl for one single object.
Now, the poster found a way around, that I did not know that existed, by decompiling, converting to 3ds and recombining the whole into one mdl.
Haven't the faintest if this can be feasible with MCX in the future through some minor extra programming or not.
But that way you could make, say, a sketchup object, convert it to an mdl and add some extra mdl's later on as an update or improvement to the original one without too much hassle.
Just a thought.
 
Hi Roby,

It's a bit hidden, but in the LOD Creator you can already import another object to become part of your object. So that can be used to merge files. I should probably give it a more clear place.
 
Hi Arno,

True! Forgot about that.
Tks but do not say it out loud otherwise Rumbaflappy will close this thread:).
 
Hi,

The new batch convert user interface is now available in the development release. I will continue to add more operators, to manipulate the objects, in future releases.
 
Hi Arno,

I tried the same workflow than yesterday:
fs9 export does not make some convertions anymore. Will test fsx later :
- jpg dae textures are not renamed .bmp in the diffuse slot.
- bump slot is not blank, weird as it is an fs9 mdl
- nightslot is Ok
- Lod is OK

But I got these errors from .NET
************** Texte de l'exception **************
System.IndexOutOfRangeException: L'index se trouve en dehors des limites du tableau.
à ASToFra.ObjectRenderer.Renderer3DHandlerType.FillArrayObjects()
à ASToFra.ObjectRenderer.Renderer3DHandlerType.GenerateArrays()
à ASToFra.ObjectRenderer.Renderer3DHandlerType.SetObjectModel(ObjectModel newObj, ObjectChangeLevel level)
à ASToFra.ObjectRenderer.Renderer3DControl.OnObjectChanged(ObjectChangeLevel level, ObjectModel obj, Object sender, String changeDescription)
à ASToFra.Interfaces.ObjectChanged.Invoke(ObjectChangeLevel level, ObjectModel obj, Object sender, String changeDescription)
à ASToFra.Interfaces.EventDistributor.RaiseObjectChanged(ObjectChangeLevel level, ObjectModel obj, Object sender, String changeDescription)
à ASToFra.Interfaces.EventDistributor.OnObjectChanged(ObjectChangeLevel level, ObjectModel obj, Object sender, String changeDescription)
à ASToFra.ModelConverterX.MainWindow.RaiseObjectChanged(ObjectChangeLevel level, ObjectModel obj, String changeDescription)
à ASToFra.ModelConverterX.MainWindow.UpdateFormAfterImport()
à ASToFra.ModelConverterX.MainWindow.bwImporter_RunWorkerCompleted(Object sender, RunWorkerCompletedEventArgs e)
à System.ComponentModel.BackgroundWorker.OnRunWorkerCompleted(RunWorkerCompletedEventArgs e)
à System.ComponentModel.BackgroundWorker.AsyncOperationCompleted(Object arg)

Then from Windows

Signature du problème*:
Nom d’événement de problème: CLR20r3
Signature du problème 01: modelconverterx.exe
Signature du problème 02: 1.0.0.0
Signature du problème 03: 4e3cf1cb
Signature du problème 04: ObjectRenderer
Signature du problème 05: 1.0.0.0
Signature du problème 06: 4ebc19e1
Signature du problème 07: e0
Signature du problème 08: 0
Signature du problème 09: System.IndexOutOfRangeException
Version du système: 6.0.6002.2.2.0.768.2
Identificateur de paramètres régionaux: 1033
 
Hi,

I tried the same workflow than yesterday:
fs9 export does not make some convertions anymore. Will test fsx later :
- jpg dae textures are not renamed .bmp in the diffuse slot.
- bump slot is not blank, weird as it is an fs9 mdl
- nightslot is Ok
- Lod is OK

I'll take a look. The batch convert function did never rename textures. So if you convert a COLLADA file it is supposed to keep the JPG references. I'll have to add a convert texture operator to fix this.

Do you have an example object where the bump slot is not empty? That's weird for the FS2004 object indeed.

Same for the crash, any specific object that causes this?
 
Hi,



I'll take a look. The batch convert function did never rename textures. So if you convert a COLLADA file it is supposed to keep the JPG references. I'll have to add a convert texture operator to fix this.

Do you have an example object where the bump slot is not empty? That's weird for the FS2004 object indeed.

Same for the crash, any specific object that causes this?

I know my mcx install is weird :D
with previous versions, when I export a dae to fs9 mdl, (batch or not)textures in slot are renamed .bmp which is a very good idea as fs9 only reads BMP !
And the other slots were cleaned. Also a good idea :)
Why not force FSX textures to dds ?

I'll find and send tomorrow
Thanks
 
Interesting, I am not aware I made changes in that area. But I will add an update textures operator soon, since it makes sense.
 
Hi just ran the r1373.

When exporting single dae to fs9 mdl all is ok
- texture renamed BMP,
- night slot populated with BMP
- empty LOD created,
- Extra fields (bump) cleared
- Makemdl window opens (an shut of course)

Trying to batch export many files:
- texture remain jpg
- night slot populated with jpg
- LOD created
- Bump texture remains in slot
- makemdl seems to work silent mode and the Log writes a XtoMdl call ??
- got .net errors I can't reproduce when selecting only few files.

Hope it helps
Thanks
 
Hi,

Let me double check. It is weird that you see a reference to XtoMDL, that could indicate the exporter is not working correct.
 
Hi,

There was indeed a bug, which meant that sometimes the wrong exporter was used. I have fixed that now. So the FS2004 files should be made correctly now.

I haven't been able to reproduce your .NET errors yet.
 
Hi Arno!


Great development, thanks for that!

My question is not 100% related to batch converting: If I use the empty LOD option and my materials are exactly the same will the texture batching in FSX work? It would be also nice to have a gauge or something to see after the batching work how many different material were made to crosscheck if every material are the same.

Thanks!
 
Hi,

No, an empty lod is still a lod. And having lods means no drawcall batching. So if you want the drawcall batching you better not add an empty lod.

Last week a material report function was already suggested to give an inside in the materials used. It's on my todo list.
 
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