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    • CommentTimeAug 26th 2014 edited
    Have you ever been working on a model and almost finished it before realizing that exporting the model as .3DS destroys long file names? Have you ever wanted to use a Sketchup asset designed for Google Earth (or whatever) but been turned away by the sheer amount of work it would take to convert the 700+ materials it has to the 8.3 naming convention?

    --- Introducing the NL2 MTL PARSER tool ---

    Click Here to download.

    The NL2 MTL PARSER tool automatically generates NL2MAT (NoLimits 2 Material) files from the material definitions found within a material library file (MTL) which you provide. It also generates an NL2SCO (NoLimits 2 Scene Object) file containing the Material Name -> NL2MAT references needed to correctly display the model.

    The purpose of this tool is to allow the user to work outside of the 8.3 character limit of the .3DS file format. Normally when a user exports a model with a long file name say, "mylongfilename.jpg", the 3DS exporter will truncate it to the first 8 characters or, "mylongfi.jpg". Obviously that reference will be broken as no file named "mylongfi.jpg" exists.

    The solution is to use material name, not the file name, to reference the texture. We do this through the built-in functionality of NoLimits 2's NL2MAT and NL2SCO editors.

    The "NL2 MTL Parser" tool is esspecially useful for converting custom scenery created within Sketchup, and particularly for models that were never intended to be exported as .3DS such as those containing file references incompatible with its restrictive file naming convention.

    Instructions For Use
    * Export two versions of your model. One .3DS and one .OBJ (ensure the material library file option is enabled)

    * Move the .3DS file and .MTL file (generated with the OBJ) into a folder.

    * Move all texture assets into the same folder. Do not use subfolders.

    * Move or copy the NoLimitsMTLParser.exe into the same folder.

    * Double click the executable and the tool should generate an NL2MAT file for each valid material
    definition it finds within the MTL file. Check also that it has generated the NL2SCO file (it will
    be given the same name as the 3DS file).

    * In NoLimits 2 editor, import the new NL2SCO file by going to Scenery -> Choose... and locating the file.

    * When you add the model to the scene all textures should display correctly.


    + Any special material definitions (transparency, double sided, shading, etc) will be lost with this method.
    However you can add them back using the NL2MAT Editor by opening up the correct NL2MAT file and modifying
    its parameters.

    + You may encounter errors when importing the scenery object explaining that a given material ID
    was not found in the model. This is because the model contains invalid references that are not
    part of the material library. You will have to use the tools available in whatever modeling software
    you use to remove those references, or you could just leave them be. Only the editor should generate
    any warnings, they should not appear in Play mode.

    + If you encounter any problems with this software contact
    • CommentTimeAug 26th 2014
    Seems really handy. I haven't played around with 3d objects in NL2 yet but I always love seeing utility programs pop up.
    This is amazing stuff!
    • CommentAuthorMGCD
    • CommentTimeAug 26th 2014
    Thank you for this! I believe this will be of great help
    The link to the script is broken. Can you re-post?