Seasonal textures in MCX

At the moment the Ground Polygon Wizard in MCX only supports seasonal textures when you export using the FS2002 style code. But inspired by this thread on FSDeveloper I have started now to add support for seasonal textures to P3D v4 MDL files as well. I have some success already with using visibility conditions to […]

FSElite developers month interview

The FSElite website has been running a developers month over the last weeks and I’m one of the developers that has been interviewed. I thought it was nice to give some insight about developers that support other developers as well. You can read the interview at the link below. Developer Month 2019: Arno Gerretsen

Editing animations and transformations

The latest development release of ModelConverterX adds new functionalities to the hierarchy editor. With them you can edit animations and transformations in your model and add new animations and transformations as well. In this video tutorial I demonstrate how it works: I hope this new functionality makes it easier to tweak your models. If you […]

Condition variable options

Many scenery and aircraft objects contain some conditional code. For example a bit of the object that is only shown when certain conditions are met. To be able to process such conditions on import of pre-FSX objects MCX needs to know what the value of the variables in these conditions is. So when such conditions […]

CreateXMLLibObj changes

In the next development release of scenProc there is a change to the CreateXMLLibObj step, it has some extra attributes. This means that you will have to update your scripts to work in the latest version. Before the step had the following attributes: filter guid heading attribute heading offset altitude optional options In the new […]

Remember form states

For scenProc I already implemented a function a while ago that it would remember the position and size of the different forms when using the application. For ModelConverterX such a feature was on the wishlist for quite a while already as well. Today I finally implemented it and compared to the way I did it […]