BGLComp SceneryObject flags

A few days ago I added support to ModelConverterX to read the additional options like <NoShadow /> or <NoAutogenSuppresion /> from the object placement code in the BGL file. Initially I had some trouble to find out where these options ended up in the binary code, since it was not documented in the otherwise excelent […]

Having fun with autogen – part 1

A while ago I started to explore the possibilities of custom autogen objects a bit more. I wanted to see what I could do with custom vegetation groups for polygonal vegetation. In this post I want to share some of my finding until now. Using the Annotator configuration editor it is not so hard to add new […]

scenProc crashes should be fixed

A little while ago I changed how the autogen configuration is read into scenProc. This change resulted in some unexpected crashes for some users. These seemed to happen mainly when FSX was installed within the Program Files folder and Windows did not give the right permission to read the files. I have now made the […]

Drawcall batching settings

I have made a few small changes to the ModelConverterX settings when it comes to drawcall batching. With these changes it is now also possible to make MDL files without drawcall batching. In some cases that is needed, because the batching can give some artifacts. Before there was one setting that controlled whether LOD worked […]

scenProc and autogen configuration

From the next development release scenProc will read the autogen configuration files from a different location. Until now these were read from the XML files in the Autogen SDK folder. But these might not always reflect the configuration that is actually loaded into FSX. So from the next version the tool will read the autogen […]

Flattens from 3D objects

Last week I got approached by different developers with suggestions for ModelConverterX to create flattens. So given multiple questions about the same subject I was trigged to look into this issue. Since I mainly create scenery for the Netherlands I have never had trouble with flattens myself. I think in the Netherlands you would even […]

Improvements for aircraft models

In the next ModelConverterX development release there are two big changes that are mainly important for aircraft modellers: When a custom animation is used in the FSX MDL file that is not defined in the modeldef.xml file that you pointed ModelConverterX to it will no longer be ignored. Instead ModelConverterX will read the animation parameters […]

Visibility tags

I have added a new feature to ModelConverterX, it now also uses the visibility tags that are used often in FSX aircraft models. They are read from either the MDL or the X file. And when exporting to FSX MDL they are written as well. So this should mean that such visibility tags no longer get lost […]