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Merry Christmas, Happy Holidays, and Happy New Year everybody! 
(I was actually hoping to share this right before Christmas, but time gets away from me sometimes...)
Here is a sample of one of the software projects I have been working on during the past few months. I call it MDLMagic. Please see attached screenshot. It is basically a tool for manipulating FS Models in every conceivable way. This started as an in-house project a while back, used for swapping between different modelling file formats and poking around with materials and animations in a user-friendly way. I recently decided to revive it with a more modern user interface and integrating a lot of new code into it to allow it to do more. I have reworked a lot of my code into COM components to allow them to easily be reused, and have ditched my old, simplistic MFC user interface into a much more pleasant to use (and write!) Windows Forms based interface.
What has been accomplished so far:
*Loads and saves FSX MDL, XML, and .X, .3ds, and (partial) FBX
*Can extract models from a BGL
*Render models in 2D CAD-View and 3D, see changes in real time
*Make simple, direct changes to the geometry and materials
*Generate LODs
*Move whole parts around and edit parent/child relations
*Visualize Attached Objects and Scenegraph
What will be accomplished soon:
*Finish work on the new user interface
*(re)implement animation support
*Extensive UI customization options and more user-friendly options
*More import and export options, namely MayaAscii (this is originally what the tool was written for, but I am reworking the code)
*Export to a maxscript (.ms) file that allows loading in 3ds Max /gmax. This will open all sorts of interoperability possibilities for decompiling mdls and exchanging information between gmax and 3ds max
*Model and Mesh optimization using D3DX
*Other editing operations
Where this is headed:
I would love to take this even further and make a full editor (ala FSDS) out of it, and this is totally feasible, I am only limited by my time. I will release a free version with basic capabilities and a payware version that allows more features (not quite sure which yet, namely the maxscript Max loader capabilities). If I can actually make just a little bit of money off of this to support myself and justify the time spent on it I would gladly look at implementing more expansive features. I also eventually want to at least partially release some of the source code to it.
I will happily provide more info soon and will answer any questions you have. I try to be realistic and I'm not one of those guys that tries to cover things in shroud of mystery. So ask away!
I am thinking I will be able to have a beta preview release ready for public consumption in about a month.
(I was actually hoping to share this right before Christmas, but time gets away from me sometimes...)
Here is a sample of one of the software projects I have been working on during the past few months. I call it MDLMagic. Please see attached screenshot. It is basically a tool for manipulating FS Models in every conceivable way. This started as an in-house project a while back, used for swapping between different modelling file formats and poking around with materials and animations in a user-friendly way. I recently decided to revive it with a more modern user interface and integrating a lot of new code into it to allow it to do more. I have reworked a lot of my code into COM components to allow them to easily be reused, and have ditched my old, simplistic MFC user interface into a much more pleasant to use (and write!) Windows Forms based interface.
What has been accomplished so far:
*Loads and saves FSX MDL, XML, and .X, .3ds, and (partial) FBX
*Can extract models from a BGL
*Render models in 2D CAD-View and 3D, see changes in real time
*Make simple, direct changes to the geometry and materials
*Generate LODs
*Move whole parts around and edit parent/child relations
*Visualize Attached Objects and Scenegraph
What will be accomplished soon:
*Finish work on the new user interface
*(re)implement animation support
*Extensive UI customization options and more user-friendly options
*More import and export options, namely MayaAscii (this is originally what the tool was written for, but I am reworking the code)
*Export to a maxscript (.ms) file that allows loading in 3ds Max /gmax. This will open all sorts of interoperability possibilities for decompiling mdls and exchanging information between gmax and 3ds max
*Model and Mesh optimization using D3DX
*Other editing operations
Where this is headed:
I would love to take this even further and make a full editor (ala FSDS) out of it, and this is totally feasible, I am only limited by my time. I will release a free version with basic capabilities and a payware version that allows more features (not quite sure which yet, namely the maxscript Max loader capabilities). If I can actually make just a little bit of money off of this to support myself and justify the time spent on it I would gladly look at implementing more expansive features. I also eventually want to at least partially release some of the source code to it.
I will happily provide more info soon and will answer any questions you have. I try to be realistic and I'm not one of those guys that tries to cover things in shroud of mystery. So ask away!






