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FSX MDL viewer update + a few things I've been working on.

This may not relevant. In general. I've noticed that different colored, busy (er) textures take longer to load. Where as the plain no-frills model just pops right in.
 
That's not the one that Bill L. talked about. He was referring to the payware model from MilViz.

Yep! That's the one. I'm working on the model at the moment to sort out some minor issues with some of the display conditions (such as 3d landing/taxi polygons that always are visible on some owner's systems), and thought I'd try the FSX MDL Viewer to see a new livery I'm also working on...

I also am experimenting with reducing the draw calls for the exterior model via LODs, and thought that using the viewer might be faster than using FSX itself. :ernae:
 
Undercarriage?

This utility is great, but is there scope in the future for it to be able to display the undercarriage?

Also, will you be adding a texture for the earth like you have the sky?


all the best
 
I also am experimenting with reducing the draw calls for the exterior model via LODs, and thought that using the viewer might be faster than using FSX itself. :ernae:

It always is.

Anyways, I'd be interested in your findings if you're done experimenting. :d
 
This utility is great, but is there scope in the future for it to be able to display the undercarriage?
Also, will you be adding a texture for the earth like you have the sky?
all the best

In the future I do hope to include setting variables for visibility options and animations, though that will require a bit of work and there are a couple of FSX models as well as an X-plane exporter program I'd like to finish off before MS Flight appears - too much to do, so little time!

As for the Earth, I'm thinking about allowing the user to load a list of .X mesh files and textures on startup - that way you could create your own scenes in which to load the models - that would be relatively simple and might make it into the final cut of 1.0.2.
 
Nice tool , like Bill i was using it with a mind to reducing draw calls and found the option to color the draw calls illuminating ,it sure beats doing this in Blender , if there were a wish list it would be the ability to hide and unhide the parts attached to these individual draw calls.<?xml:namespace prefix = o ns = "urn:schemas-microsoft-com:eek:ffice:eek:ffice" /><o:p></o:p>
You can measure the number of texture vertices of a given part in max :( provided you collapse to editable mesh and run a script :/ , but you can’t measure draw calls or check with precision the number of texture verts on a given map , just run each material to its limit and your tool will help in the effort , also a nice touch was the LOD model viewer , something we should get used to using.<o:p></o:p>
Thanks C.J<o:p></o:p>
 
Visible draw calls is on the list - easy to do :)

Whilst I'm here, I'll showcase my latest... The Luton Minor LA-4, 1930's home build
Only 33k polys so far and 41 draw calls.



 
Also done with 3D Canvas ? , nice work on the homebuilt, now i understand why "they" were interested in 3D Canvas, it is a top drawer modeling tool .
 
I don't know if this has any relevancy so I could just be talking to myself here. While messing about with repaints and then popping into the model viewer I got an idea. Likely it's been thought of many times but I'll speak anyway.
....Is it possible to use a program like decapod has here that can have a closer relationship to what your doing? What I'm referring to are the paints. Would it be possible to edit the paint via whatever paint program is used, and have the ability to view it (and edit it) in real time? Kind of similar to the way that can be done with Flight1 Airport Facility X and being able to view the changes right in the sim.

That would be fantastic. Kind of an all in one plug-in (Adobe Photoshop-DXTBMP-Imagetool-MdlViewer) to incorporate all the functions to one program type thing.

Ok, I'll go back to my paint booth.
 
I don't know if this has any relevancy so I could just be talking to myself here. While messing about with repaints and then popping into the model viewer I got an idea. Likely it's been thought of many times but I'll speak anyway.
....Is it possible to use a program like decapod has here that can have a closer relationship to what your doing? What I'm referring to are the paints. Would it be possible to edit the paint via whatever paint program is used, and have the ability to view it (and edit it) in real time? Kind of similar to the way that can be done with Flight1 Airport Facility X and being able to view the changes right in the sim.

That would be fantastic. Kind of an all in one plug-in (Adobe Photoshop-DXTBMP-Imagetool-MdlViewer) to incorporate all the functions to one program type thing.

Ok, I'll go back to my paint booth.

Boy oh boy.......if that could happen, that would be just like a paint booth.....great if multiple layer could also be supported to allow for moving insignia markings etc.....around....dreaming...
 
A "reload aircraft and currently used texture set" button would do the trick as well.
 
Very useful tool, thanks very much!

Another suggestion - up close the perspectival effect is mighty strong. Wouldn't it be nice to have an optional non-perspectival display?

Also perhaps an omnilight feature, or an option to add light source(s) where one wants or needs them, e.g. below the fuselage etc?
 
Update to SlimDX for MDLviewer

I was just getting things reinstalled in preparation of future repaints and found this.



March 2011


Introduction

The March 2011 release of SlimDX is now out!

The March 2011 release of SlimDX was a bug fixing and stability release. In this release we diverged from the usual practice of synchronizing our schedule with that of the DirectX SDK, mostly due to the long wait since the previous release, June 2010. March 2011 boasts several bug fixes, some performance improvements, a few bits of missing functionality, and a couple new samples, and we decided that we couldn't wait any longer for the release.





http://slimdx.org/download.php
 
Key frames

Something else I thought of, which has had me frustrated on almost all of my repaint journeys. When the paint (model) is viewed in the viewer, the ailerons, elevator and rudder are keyed deflected. I would love to have the ability to change the key frame deflection to neutral at a minimum, although having the additional full up/full down frames would also be beneficial in many projects.

MDL View is already a great tool. I doubt I would be doing any repaints without it.

Thanks Decapod
 
I've tried everything and I still cannot get MDL viewer to run on my machine. I have the latest slimdx, direct x and .NET but I still get the same error right after I start the program. I don't know what to do but I desperately need this program to work. None of the other programs have the features that this one has... I got it to work a couple year ago I think, but not sure how or why it won't work now. AAARRRRRGGGGHHHH!!! :banghead:


Here's an error report I got on one machine...

Description:
Stopped working
Problem signature:
Problem Event Name: CLR20r3
Problem Signature 01: mdlviewer.exe
Problem Signature 02: 1.0.2.2
Problem Signature 03: 4c98a9bd
Problem Signature 04: Microsoft.VisualBasic
Problem Signature 05: 8.0.0.0
Problem Signature 06: 4ca2d138
Problem Signature 07: 6e
Problem Signature 08: e
Problem Signature 09: System.IO.FileNotFoundException
OS Version: 6.1.7601.2.1.0.768.3
Locale ID: 1033
 
Last edited:
Hi Rick

File not found is an interesting one!

Did you download and install the extra SlimDX runtime?

There should be 5 files in the program files\mdlview folder, one .exe, one .config and 3 .dll's

Paul

I installed the latest version of the viewer and I have like, 11 files in the mdl viewer directory. Thought there was only suppose to be 5?
 
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