Currently miniB3D only supports B3D meshes. But tomorrow there will be a new Extended Version which supports MD2 and 3DS mesh formats.
Also it will have some additional Functions.
Current AddFunctions:
Thats just about the half and a lot of Particle Functions and the whole Physicsfunction are missing. So I have a lot to do ;) .
For converting I couldn't help you that much but after finishing these extensions I will work on some extra loaders.
Also it will have some additional Functions.
Current AddFunctions:
InitShader(Bru:TBrush) AddShaderObject(bru:TBrush , vert:String = Null , frag:String = Null) ListShaders(bru:TBrush) ShaderActivate(bru:TBrush) ShaderDeActivate(bru:TBrush) ProgramAttriBegin(bru:TBrush) ProgramAttriEnd(bru:TBrush) SetUI1(bru:TBrush , Name:String , para:Int) SetUI2(bru:TBrush , Name:String , para:Int , para1:Int) SetUI3(bru:TBrush , Name:String , para:Int , para1:Int , para2:Int) SetUI4(bru:TBrush , Name:String , para:Int , para1:Int , para2:Int , para3:Int) SetUF1(bru:TBrush , Name:String , para:Float) SetUF2(bru:TBrush , Name:String , para:Float, para1:Float) SetUF3(bru:TBrush , Name:String , para:Float, para1:Float, para2:Float) SetUF4(bru:TBrush , Name:String , para:Float, para1:Float, para2:Float, para3:Float) SetAF1(bru:TBrush , Name:String , para:Float) SetAF2(bru:TBrush , Name:String , para:Float, para1:Float) SetAF3(bru:TBrush , Name:String , para:Float, para1:Float, para2:Float) SetAF4(bru:TBrush , Name:String , para:Float, para1:Float, para2:Float, para3:Float) SetAS1(bru:TBrush , Name:String , para:Short) SetAS2(bru:TBrush , Name:String , para:Short , para1:Short) SetAS3(bru:TBrush , Name:String , para:Short , para1:Short , para2:Short) SetAS4(bru:TBrush , Name:String , para:Short , para1:Short , para2:Short , para3:Short) SetAD1(bru:TBrush , Name:String , para:Double) SetAD2(bru:TBrush , Name:String , para:Double, para1:Double) SetAD3(bru:TBrush , Name:String , para:Double, para1:Double, para2:Double) SetAD4(bru:TBrush , Name:String , para:Double, para1:Double, para2:Double, para3:Double) SetM2(bru:TBrush , Name:String , Matrix:Float[,] , Trans:Int) SetM3(bru:TBrush , Name:String , Matrix:Float[,] , Trans:Int) SetM4(bru:TBrush , Name:String , Matrix:Float[,] , Trans:Int) BrushShaderTexture(bru:TBrush , texture:TTexture , index = 0) ActivateShader(Ent:Tentity,mode:Byte = False) EntityShaderTexture(ent:Tentity , texture:TTexture , Frame = 0 , index = 0) TrisRendered:Int() UpdateVBOBuffer(Mesh:TMesh) LoadMD2:TMesh(Url:Object) AnimateMD2(MD2:TMesh , mode:Int = 1 , Speed:Float = 1.0 , Start_frame:Int = 0 , Last_Frame:Int = - 1 , Transition:Float = 0.0) MD2AnimTime:Float(md2:TMesh) MD2AnimLength:Int(md2:TMesh) MD2Animating:Byte(md2:TMesh) MD2AnimSpeed(md2:TMesh , Speed:Float) ShowShadow(Active:Byte) SetShadowMode(ZMode:Int = 1 , SRender:Int = 0) EntityShadow(MEsh:TMesh , Light:TLight) SetClippingPlane(X:Float , Y:Float , Z:Float , NX:Float , NY:Float , NZ:Float , Clip:Int = 0 , Camera:TCamera = Null) DeactivateClippingPlane(Clip:Int = 0) BackBufferToTexExt(tex:TTexture , Buffer:Int = GL_DEPTH_COMPONENT) VectorDistance:Float(Entity:TEntity,Vector:TVector) LoadTerrain:TTerrain(URL:String,Chunksize:Int = 64) PositionTerrain(Terrain:TTerrain , X:Float , Y:Float , Z:Float) ScaleTerrain(Terrain:TTerrain , X:Float , Y:Float , Z:Float) TextureTerrain(Terrain:TTerrain , File:String , Layer:Int = 0) TerrainY(Terrain:TTerrain,X:Float,Y:Float,Z:Float,Mode:Int = 1) UpdateParticleSystem(Camera:TCamera , DeltaTime:Float = 1.0) GetParticleCount:Int() GetEmitterCount:Int() AddEmitter:TEmitter(Emitter:TEmitter) AddExistingEmitter(Emitter:Temitter) CreateEmitter:TEmitter() CopyEmitter:Temitter(Emitter:TEmitter) EmitterIgnoreGravity(Emitter:TEmitter , State:Byte = False) SetEmitterType(Emitter:Temitter , _Type:Int = 0) SetParticleType(Emitter:TEmitter , _Type:Int = EMITTER_SPRITE) EmitterDelay(Emitter:TEmitter , _Delay:Int = 0) EmitterStartDelay(Emitter:TEmitter , _Delay:Int = 0) EmitterParticleRate(Emitter:TEmitter , Rate:Int = 0) EmitSound(Sound:T3DSound , Entity:TEntity) PlayMusic(Sound:T3DSound , Loop:Byte = False) CreateListener(Entity:TEntity) Audio3DDrives:String[]() SetAudio3DDriver(Driver:String) Load3DSound:T3DSound(url:Object)
Thats just about the half and a lot of Particle Functions and the whole Physicsfunction are missing. So I have a lot to do ;) .
For converting I couldn't help you that much but after finishing these extensions I will work on some extra loaders.