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glTF does not store a bounding box, so you would need to add an invisible box of the desired dimensions.Is there someone who knows how to increase the boundingbox size in Modelconverterx?
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glTF does not store a bounding box, so you would need to add an invisible box of the desired dimensions.Is there someone who knows how to increase the boundingbox size in Modelconverterx?

glTF does not store a bounding box, so you would need to add an invisible box of the desired dimensions.

There were still some issues in reading the normal maps from KTX2, but I think i have them solved now. So once the new stable release of ModelConverterX is out, I will add support for the KTX2 format to the development release.I think I understand now how the normals are written as well. I just need to validate it against some known input normal image. I guess for that I will have to run some package with known input throught the packager tool and compare the output.




Hi,
Can you explain a bit more what kind of output you expect? Do you want a dedicated model for each texture like X-Plane?


Nope, it wont. You import 1 piece and then you duplicate * (number of amounts the model is divided to) and then you replace the model of each variant. Its simple.Is that not going to lead to more issues as it is much easier to get cracks between the separate pieces when the lod is done for each separately?
Sounds like a mess to me to have to import a model in pieces. Is that really what's needed in MSFS 2024?

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I could be mistaken - then sorrry - but I think here we talk about two different topics. The original topic was to simply convert gltf files to new 2024 gltf.@arno any possibility? it could revolutionize the performance & LOD quality by a lot if this was implemented.

I could be mistaken - then sorrry - but I think here we talk about two different topics. The original topic was to simply convert gltf files to new 2024 gltf.
What you talk about is the SimPropContainers right? (https://docs.flightsimulator.com/ms...ling/Landscape/Modeling_SimPropContainers.htm) I could not yet mess with it but as far as I understood the LOD's needs to be exported as unique GLTF.

If you dont have the source the easiest way to open it if you import the gltf into blender. That gives the best result. Only light sources needs to be redone in that case. Sometimes I knew that I have somewhere the source but was lazy to dig it up so I simply imported the gltf.Yes, but the thing I said was basically a way to do the individual LODs of a object within a model in ModelconverterX since the majority of people rarely have access to sourcefiles.
Asides from that, doing the LODs individually in objects within models in ModelconverterX could save by far a lot of performance & time.
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If you dont have the source the easiest way to open it if you import the gltf into blender. That gives the best result. Only light sources needs to be redone in that case. Sometimes I knew that I have somewhere the source but was lazy to dig it up so I simply imported the gltf.

I'm still confused. The first proposal was to make a separate glTF file for each material in each LOD, now you are talking about individual LODs, which sounds like a glTF file per LOD (which you already get with glTF of course). It still does not make sense to me.Yes, but the thing I said was basically a way to do the individual LODs of a object within a model in ModelconverterX since the majority of people rarely have access to sourcefiles.
Asides from that, doing the LODs individually in objects within models in ModelconverterX could save by far a lot of performance & time.
