In the next development release a couple of changes have been made in the batch convert wizard of ModelConverterX. The main changes are: You can now select if you want to save objects or scenery. When you select objects each model in the selected files is saved as a separate file. If you select scenery, […]
I have just extended the object placement form a bit. From now on you can set more properties of the placement. So besides the position, heading and scale, so can now also set options like NoShadow or NoAutogenSuppresion.
I have just added a new importer to ModelConverterX. From the next development release you will also be able to import files in the 3DS format. Below is a quick overview of what is supported and what the limitations are: Geometry and texture mapping is read The 3DS format does not store the normals of […]
Most of you know that I make all those flight simulation development tools for fun, it is my hobby. This means I have no tight schedule for when I work on certain features, I just work on the tool or the feature that I most enjoy at the moment. So that means that sometimes I […]
Over the last weekend I made a couple of changes to the development releases of my tools. Here is a quick overview of the changes: Last Friday I introduce the big changes to ModelConverterX that allow multiple object placements. Unfortunately some bugs slipped into these changes. These caused crashes while loading certain BGL files and […]
The next development release of ModelConverterX contains a number of changes related to object placement. The main change is that you can now place multiple instances of the same object from within ModelConverterX. The placement is no longer done from the Object Information form, instead a new Object Placement form has been added. You still […]
In the next development release there are two important changes in scenProc. These will mean that your old configuration file will no longer work directly, you will have to make some small modifications to them. The first change is that the SHP and KML importer have an additional argument. Just like the OSM importer you […]
One of the items still on my scenProc wishlist is adding a feature that allows you to vary the heights of the autogen buildings In the current version you have to set the same height distribution for all autogen tiles. But how to do that? I started a thread on the forum a while ago to […]
I have added support for another file format to scenProc, it is now also possible to read KML files. This means that you can now use Google Earth as well to draw your points, lines and polygons. And then use scenProc to convert this data into autogen for FSX. I have only tested with some […]
I have made a new video tutorial that demonstrates the typical workflow I use to create autogen from OpenStreetMap data. In this tutorial I am creating forests, buildings and lights as FSX autogen. The tutorial also explains way to classify the buildings into types and categories, for example industrial or residential buildings.