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 […]

ModelDef viewer improvements

I have made two improvements to the ModelDef viewer in ModelConverterX lately. The first one is that you can now search in the ModelDef file. At the top you find a toolbar with a text box for the search string and a previous and next button to search backwards or forward for the entered search […]

X-Plane OBJ exporter

I have added an exporter for a new format to ModelConverterX, you can now also export to the X-Plane OBJ format. Importing this format was supported for quite a while already and now I have finally added the export as well. The following aspects are supported by the exporter: Textures (diffuse and nightmap) Levels of […]

ModelConverterX command line arguments

ModelConverterX supports a number of command line arguments, for example to load a file at startup or to start a batch convert. I have now added a few extra command line arguments to give more flexibility. Below example usages are given. Loading object To load an object at startup of ModelConverterX you can just specify […]

Mouse rectangle mess

ModelConverterX can read and write the mouse rectangles of virtual cockpit MDL files for quite a while already. But this week I fixed some annoying bug in that code. These bugs must have been there for quite a long time already. Now and then some issues with mouse rectangles were reported on the forum, but […]

Recent changes

Until today you could view the recent changes in my tools here on the website, there used to be a link for that in the menu on the left (or on the bottom if you are viewing on a mobile device). But lately that change log was not being updated correctly anymore, so that recent […]

Hierarchy editor improvements

Last week I made two changes to the hierarchy editor: You can now drag nodes in the hierarchy editor, so that you can give them another parent node. This can be used to animate attachpoints. You can specify a NoCrash option per modelpart now, this way certain parts can be excluded from the crash box […]