Batch mode from command prompt

I already made these changes a few days ago in ModelConverterX, but since I didn’t write about them yet they probably went unnoticed by most of you. So let me document the changes I made to the batch mode. First I add a checkbox to the batch convert wizard that allows you to select if […]

Drawcall batching, a no-brainer?

Ever since the release of FSX SP2 enabling drawcall batching has been a popular method of increasing the performance of scenery. The basic idea behind drawcall batching is that the scenery engine will gather all polygons with the same material, even if they belong to different objects, and then render them in one go. This […]

Upcoming updates

The last weeks updates of my tools have been a bit slower than usual. On one hand that was because I have been busy with non-FS activities, but also because I have been experimenting a lot with creating autogen for Nantucket with scenProc. It’s useful to sometimes do some actual work with my own tools, […]

I need 6 seasons!

I guess you learned at school that there are 4 seasons in each year. But when you start making scenery for Flight Simulator you will see that FS actually has 5 seasons. Besides the usual seasons spring, summer, autumn and winter, FS also has a heavy winter season. This means winter with snow actually. So […]

Prepar3D v2 MDL changes

When I released the first update for ModelConverterX that supports the new Prepar3D v2 MDL format, I had already found out two differences in the MDL format: The material definition has been extended with an additional attribute for the ZBias The indices of the triangles are now stored as int instead of short. This basically […]