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:
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.