Hi Arno:
I searched but could not find info on development versions of ModelConverterX having an option to save MDL Material "properties" and/or "FSX specific settings" to a file for use with one's own custom Materials.
The MCX wiki and the GUI for v1.30 does not show this as an option.
I cannot determine whether this has been implemented yet on the latest development version, as I cannot get it to run on a fairly new (<3 year old) Intel HD 3000 Graphics Family (GT2+) GPU / i5 CPU-based laptop ...without a "Shader error" requesting me to instead use MCX v1.30.
If I run an older development version of MCX executable within a existing installation folder copied from another FS development computer, objects render white (without textures) even though the path to the texture folder is manually added to MCX, and the MCX log of operation in the 3D Preview tab indicates that it found and loaded each mapped texture for a MDL.
If I click the link to download older "development" versions of MCX, I get a server error for the web URL !
AFAIK, this laptop chip-set has the ability to use OpenGL 4.x under Windows 7 64-bit, and has at least OpenGL 3.x drivers installed ...(and working properly with Sketchup, for example).
Can we save out settings in the MCX Material Editor ex: under a unique file name inherited from the selected Material "Texture file name" with some MCX-specific file extension ...which can be imported and applied to a MDL when that Material is used again on another MDL (regardless of UVW mapping being different on each MDL, of course) ?
PS: Because IIUC MCX can instantly change such settings with an errant click in the GUI and/or during testing of such properties and FS settings for a MDL, can we also toggle an "auto-save backup" of each MDL currently loaded in MCX to allow a subsequent "UNDO" or "re-load original properties / settings" for a MDL ?
Thanks in advance for your clarification regarding these questions / ideas for MCX options.
GaryGB
I searched but could not find info on development versions of ModelConverterX having an option to save MDL Material "properties" and/or "FSX specific settings" to a file for use with one's own custom Materials.
The MCX wiki and the GUI for v1.30 does not show this as an option.
I cannot determine whether this has been implemented yet on the latest development version, as I cannot get it to run on a fairly new (<3 year old) Intel HD 3000 Graphics Family (GT2+) GPU / i5 CPU-based laptop ...without a "Shader error" requesting me to instead use MCX v1.30.
If I run an older development version of MCX executable within a existing installation folder copied from another FS development computer, objects render white (without textures) even though the path to the texture folder is manually added to MCX, and the MCX log of operation in the 3D Preview tab indicates that it found and loaded each mapped texture for a MDL.
If I click the link to download older "development" versions of MCX, I get a server error for the web URL !
AFAIK, this laptop chip-set has the ability to use OpenGL 4.x under Windows 7 64-bit, and has at least OpenGL 3.x drivers installed ...(and working properly with Sketchup, for example).
Can we save out settings in the MCX Material Editor ex: under a unique file name inherited from the selected Material "Texture file name" with some MCX-specific file extension ...which can be imported and applied to a MDL when that Material is used again on another MDL (regardless of UVW mapping being different on each MDL, of course) ?
PS: Because IIUC MCX can instantly change such settings with an errant click in the GUI and/or during testing of such properties and FS settings for a MDL, can we also toggle an "auto-save backup" of each MDL currently loaded in MCX to allow a subsequent "UNDO" or "re-load original properties / settings" for a MDL ?
Thanks in advance for your clarification regarding these questions / ideas for MCX options.
GaryGB
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