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Model Converter X question

Yeah, I think it's what Gordon said, I think the plane is correct it's the scenery is too small. I should ask Orbx to come out with a new scenery objects add on that makes them the proper scale. ;)

Also, thanks for the tip on how to use the bounding box to check dimensions, that will come in handy.
 
I found an old screenshot I made when I dabbled with the phenomenon. I made a 10x10 meter box with a fine scale pattern and hooked it to the active aircraft scale. Then I made another one and left it as it was. By comparison I saw that it was different and I also checked my vehicles against it, and lo and behold, they were too small.

It totally escapes me why the sim does that.


Cheers,
Mark



scale-grid-test-rescaled110.png
 
Mark, your post made me wonder, so I went to check the static SM1019 I just converted for Locher. I put it next to the actual flying plane (sim object) and they were identical, no scaling.
 
Are you guys taking LOD models and camera properties into account?
Vertex clustering may shrink a model a bit when a lower LOD model is used and at least the cockpit cameras in FSX produce a bit of a fisheye effect at lower zoom levels (and with WideViewAspect set).
 
In my case no LOD was involved, model was a pure LOD1 converted to static and I virtually put one on top of the other by slewing to compare their sizes.
 
Good point, Bjoern. But mine neither. I never LOD the models.

LODs are fairly easy to create in MCX, but as usual, you need to find a balance between performance (lower detail LODs available = better rendering performance) and and memory usage (more LOD models = larger model files). Same as for textures (mips or no mips). And regardless of which approach you take, quantity will kills regardless.
 
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