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New development releases

arno

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With the ModelConverterX 1.7 and scenProc 3.2 stable releases officially released, I have changed the version number of the development releases to ModelConverterX 1.8 and scenProc 3.3. So from now on I will be adding new functionalities and bug fixes to these development releases.

For ModelConverterX I will start to add support for MSFS 2024 now. I do have a few changes already implemented, that will be part of the first ModelConverterX 1.8 development release. These are the ability to select MSFS 2024 as your preferred version, support to export scenery packages to MSFS 2024 and the ability to read KTX2 textures in the texture converter tool.

In the coming weeks I hope to add more features, like support for all new material options in MSFS 2024 or the changes light types. And of course let me know when other changes are needed to ModelConverterX to support MSFS 2024 better.

Continue reading...
 
Hi Arno;
It look like MCX work well; did not encountered problems other than 'attached lights' not showing; as you are on it; specifically on the ktx2 aspect; can you make Mcx also write when textures are exported; the xml files that go with the textures as they needed to compile the object in bgl format.

they are also included with the sdk sample (scenery section).

This is what written inside the xml file:

<BitmapConfiguration>
<BitmapSlot>MTL_BITMAP_DECAL0</BitmapSlot>
</BitmapConfiguration>



thanks
 
The new development release I put online yesterday does write the XML files for the textures when you export a MSFS package.
 
The new development release I put online yesterday does write the XML files for the textures when you export a MSFS package.
Hi Arno,

Is there another way we can have the xml be written other than exporting an MSFS24 package? For example when saving a single gltf model or saving the textures in the material editor/textures tab?

Many thanks
 
At the moment not, but maybe I can add it in the material editor when saving textures. It does not make sense to write them when exporting a glTF file.
 
At the moment not, but maybe I can add it in the material editor when saving textures. It does not make sense to write them when exporting a glTF file.
Hi Arno,

Does not indeed, I only later realized that the msfs 2024 compiler will generate them.

What could be usefull for MSFS 2024 however, is an option to add "<LODS autoGenerate="true"/>" when saving the xml file for gltf as it can be a helper for old models without LODs, even models with lods since the way MSFS 2024 handles them based on vertices, not only the distance, is a trial and error kind of thing and the autolod seems to work fine as discovered by our friend @rhumbaflappy on a recent post here

For example, I had the command to generate lod on my XML file, opened the GLTF in mdlconverter to change material settings and when saving again the generate lod command was gone.

An option like there is to keep guid would be wonderfull for this.

Kindly,

Blazer
 
Good idea, I'll add it to the wishlist. Maybe I should also add an option to not overwrite the xml when already there, since users might have made changes.
 
I have implemented the options to add the LOD auto generation and to not overwrite an existing XML file. But it was easier for me to make the change in the branch where I'm working on checking all MSFS 2024 material settings. So it will only be released once that task is done as well.
 
Hi Arno.
can i tested your development releases to ModelConverterX 1.8 for mfs 2024?
or is a 1.8 Version downloadabel...

regards uli
 
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