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3D Model Mesh Converter for Windows PCs - Beta V 0.2.50

V 0.2.xx of nbconv reads: 3D Studio .3DS, Wavefront .OBJ, Collada .DAE, CAL3D XML format 
and outputs the CAL3D format files required for a static prop model in the Moviestorm application (MS).
(nbconv is most useful to MS users who have access to the Modder's Workshop, but see  Modding MS for ways around that)

Outputs CAL3D binary files:  Mesh (.CMF), Material (.CRF), default single bone skeleton (.CSF)
       as well as a CAL3D viewer config file (.CFG)

It does *not* currently do anything with animation data.

This is beta software - it will convert a limited number of attributes from the source file formats mentioned above.
A part of the thrill of being an "early adopter" will be the discovery of the odd buglet or two - I would appreciate your patience and co-operation :o)
Please do advise me, either via email, Moviestorm PM, or the forum thread re nbconv.

There are quite certain to be occasional model files of the types specified which have attributes which cause incomplete conversion.
If you strike a problem converting a model, let me know  A fix is more likely if you supply a sample file to be converted that demonstrates the problem.   Also - please note the Version Number in the title bar of nbconv.exe - I can then refer to that version here... 

( Note that this is being developed quite independently of Short Fuze. 
    I am simply another MS user, and have no more inside information other than kindly being inducted into the Pioneers group )

If you find it useful -  let me know 

Installation:

The downloadable nbconv.exe is not an installer, it is the application ready-to-go.
The simplest installation would be to create a folder (e.g. "conversions") somewhere handy, and drop nbconv.exe therein - and then copy original model files into the same folder for conversion.  
If you want to keep programs and data separate, you may want to put nbconv into a Program Files subfolder.

Create a shortcut to nbconv.exe  
(Right click on the windows desktop, or in an open folder:  New, Shortcut, Browse, MyComputer, locate the folder you placed nbconv.exe in, select nbconv.exe)

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Usage:

Either 
    1: drag-n-drop : drop an original model file - e.g. abc.3ds - onto the nbconv shortcut.

or 
    2: a traditional File/Open can be used to convert a file.
    Start nbconv, then use the File menu, Open, locate and select your original model file.

nbconv will write the output files into the same folder as the original.

I recommend that you create a work folder for doing conversions in, and copy your source model thereto, before conversion. 
Refer to the Modder's Workshop documention for what to do with the cal3d files to get them into Moviestorm,
or to Modding MS for adding models without the workshop .

If you are creating models specifically for Moviestorm in a 3D editor, you will get accustomed to using the standard sizes and positions.
However many models are available on the web with generous usage policies, but with a wide range of dimensions.

nbconv has a number of selectable conversion settings, available in the Settings Menu. 
By default these are all selected, which should produce a CAL3D model conveniently  sized and positioned for use in Moviestorm.
(Props can subsequently be set resizeable within the Modder's Workshop. If you don't have the workshop, you can resize via nbconv)
If you wish to retain the sizes and positions you set in your 3D editor, you can deselect the "Auto" settings.

A rough guide to the size range of MS models : a mailbox has about 500 vertices/500 faces, a car 2000/2000, and a house 8000/5000.
Many downloadable models out there are tens of thousands of faces. They would convert, but would probably bog MS down..

Settings Menu Entries:

Auto-centre: 
        Moviestorm models are commonly centred in the horizontal axes. 
Auto-zero base height: 
        Moviestorm models are commonly based at zero on the vertical axis 
Auto-resize: 
        Moviestorm model dimension units are in cm, 100 cm is a good clearly visible starting size. 
Set size for resize: 
        Enter size in cm for Auto-resize

Ignore 3DS offsets: 
        If sections of a converted .3ds model are displaced, try switching this setting 
Flip 3DS UV vertically: 
        If textures are inverted, try switching this setting 
        If all else fails, edit the texture image file in an image editor and invert it vertically

Default settings:
        Will return the settings to the default values.
Save settings:
        Saves the settings for next startup.

 

Format specific notes:

3DS:
        .3ds files are handled, not .max files. 
        Simple materials are defined within the .3ds file.
        Texture image files are separate from the .3ds file.

Wavefront OBJ:
        Simple materials are defined within a .mtl file which would usually accompany the obj file.
        Texture image files are separate again.

Collada/Sketchup:
        .dae (collada) files are an XML format which can be exported from Google Sketchup, and then converted by nbconv.  
        Sketchup models can be exported from Sketchup, as "3D model", export type "Google Earth 4 (*.kmz)".
        A .kmz file is simply a zip file containing the collada .dae and any texture image files, plus some metadata files. 
        Open it with your favourite unzipper, of interest are only the .DAE file in the models folder,
        and any image files in the images folder. Extract these to your conversion work folder.
        (if you have problems opening the .KMZ file, it may help to copy it to a file with a .ZIP extension.)

        Image files in the Collada zipfile are commonly named texture0.jpg, texture1.jpg etc.
        In order to avoid ambiguity amongst multiple models, for a model named e.g. abc.dae, nbconv will alter the texture file references contained within the cal3d .CRF files to abc_texture0.jpg, abc_texture1.jpg. You must rename the relevant texture files to suit.

        From the Google 3D Warehouse, many models can be downloaded in Collada format (in a zip file - extract the relevant files as above),
        or in Sketchup .SKP format.
       Sketchup Models can be opened then exported from Sketchup, as above.

Anim8or:
       Anim8or is a very lightweight and simple-to-use 3D modeller, with skeletal animation.
       At this time, the conversion path from Anim8or requires exporting as .3ds, and converting that to CAL3D.
       Some work has been done on the conversion of the native Anim8or files with nbconv.

Blender:
   Although nbconv can handle the cal3d XML format as exported by Blender, I have done very little testing of this as I believe there is a binary cal3d format export script available for Blender.

Problems with file conversion:

There are quite certain to be occasional model files which have attributes which cause incomplete conversion, or an outright crash.
If you strike a problem converting a model, or subsequently the model looks wrong in Moviestorm,  let me know  
BUT FIRST - please check your original file with an independent viewer -  such as the "karelse" viewer for .3DS or .OBJ, or the Pinecoast viewer for .DAE files, both mentioned in the Links section below
Then mention if it did or did not look OK in the viewer when you advise about the conversion problem. 

A fix is more likely if you supply a sample file to be converted that demonstrates the problem.   
Also - please note the Version Number in the title bar of nbconv.exe - I can then refer to that version here... 

No Vista-specific problems have been reported yet - but if you do report any problem, please include whether you are running Vista.

Known issues: 

Some "patchiness" has been observed in some UV-mapped conversions. I suspect this is to do with normal handling - it is on the list. 

Layered image maps  have yet to be tested.

Some converted models import into the Workshop but won't display at all - this is being investigated. Setting materials "tintable" helps.

Non-english character sets in Windows may cause odd failures.

 Troubleshooting nbconv startup

If the program crashes, try putting it into a folder with a 'simple' path - i.e. no spaces in the folder name or parent folder names.

To get a debug log, do the following:
Use the Windows "Start" button , "Run", "Browse".
Locate nbconv.exe and select.
Add " -dbg" to the end of the command (without the quotes, with a space before the -dbg) in the Run dialogue before clicking OK.
If nbconv tries to start but crashes out, it should leave a file in the same folder as nbconv.exe called "0nbconv.log". (if -dbg was used)
(the "0" at the front is intended to make it show right at the top of a folder listing sorted by name).
It should contain the Date and program version at the top, then several lines L1, L2 etc.
Email me that file.

Try loading files with no spaces, (or any non-simple alphanums) in the path or filename.
If mailing or PM'ing me with a problem, include the names of all paths, folders, filenames involved.
It may take me some time to respond, but eventually I will.

Contact:

nbconv@monstar.co.nz 


 Update History

V0.2.42: 03/08  Fix handling of spaces in file/path names, and in Obj Material handling. In latter, avoid "ke" warning (unknown material parameter).

V0.2.49: 08/08  Additional error checks on startup

V0.2.50: 09/08  Correct one cause of non-English region crash on startup 

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Downloads:

nbConv.exe            nbconv V 0.2.50  (size 364,583 )

nbconv_0p2p50.zip    nbconv V 0.2.50  zipped (size 134,369 )

nbconv_0p2p49.zip    nbconv V 0.2.49  zipped (size 134,375 )

nbconv_0p2p42.zip    nbconv V 0.2.42  zipped (size 133,417 )


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Links:

Moviestorm

Moviestorm forums

Cal3D    

Anim8or                            3D modeller, with skeletal animation, .3ds and .obj import and export

Google SketchUp

Google 3D Warehouse

Karelse 3D model viewer                 Displays 3DS, OBJ and some others, but not CAL3D

Pinecost Collada DAE viewer           View .dae files exported from Google Sketchup
 

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