Well looks like I was working to slow again.
I spent the last few hours to make a simular post about conversions and even a little tutorial How to.
I've converted some simple objects from The Sims Medieval to use in The Sims 3.
They work fine in my game and I tryed to use basegameobjects to build them with and basegametextures, but not always,sorry.
pictures -> http://img593.imageshack.us/i/coc3tsmchairdiningbarre.jpg/
files S3pack incl Picture -> link to my 4shared account http://www.4shared.com/account/dir/LUbAfYeH/_online.html?sId=vYOOnDwV2pE83Sc2
There are a lot of files and I have no intention to convert them all, so I've written a small tutorial how to do it yourself.
All Medieval objects that are used in the same way in The Sims 3 like beds, chairs and tables, deco and lights can be converted by simply extracting meshes and textures from it, and import them into a simular Sims3 Object.
Objects that have special animations like the corner chimney with cooking pot, or the chamberpot, will need work from somebody with more knowledge of things like jazz, then I have at the moment. But CMO just posted new stuff today about poses with a tutorial from Orangemittens, so who knows.
Tools you need to have installed and working.
stable versie 10-1104-1243 http://dino.drealm.info/den/denforum/index.php?board=19.0
QA: s3pe_11-0402-0951 http://dino.drealm.info/den/denforum/index.php?topic=526.0
Milkshape 1.8.5 met object import/export plug-ins (also possible with Blender?)
Make a copy from the SASFullBuild1 and put it on the desktop.(Program Files-Electronic Arts-The Sims Medieval-GameData-Shared-Packages)
Open (copy off) SASFullBuild1
Make sure 'Sort' Display 'Names' and 'Tags' are checked at the bottom.
click on Header 'Name' to sort alphabetically, make a folder with the name of the object e.g. chairdiningbarrel.
Look in the TAG column -> export at least all _IMG + MODL and MLOD files from the object with 'Export to file' into the new folder.
Make a subfolder for each of the MODL and MLOD files and extract them in there with S3ObjTool, to free the meshes.
S3_01D10F34_00000000 =High lod
S3_01D10F34_00000001 =Low lod
S3_01D10F34_00010000 =sunshadow High lod
S3_01D10F34_00010001 =sunshadow low lod
Start a New Object Project, pick a diningchair if you're making a diningchair, pick a 3-tile table if you're making a 3-tile table, not a 2-tile.
If you want to share, prefer to pick a basegame object if possible : http://wiki.thesimsresource.com/index.php?title=Object_Catalog
Export the high and low meshes. I name them High, Low, ssHigh and ssLow.
Import the TS3 High lod mesh with 'TSRW Object', check which group is the dropshadow.
Import the TSM mesh from the extracted S3_01D10F34_00000000 with 'Sims 3 Object Import by Wesley Howe', check which group is the dropshadow.
Rename the mesh groups from the TSM mesh to have exactly the same name and the groups in the same order as the High lod mesh from the TSRW Object.
e.g.if the dropshadow group is group 0 (=top/first group) in the TSRW Object, make the dropshadow from the TSM 0bject also group 0.
Check if and how the bones are assigned->Joints-SelAssigned
For simple objects all are assigned to 1 joint. CD68F001 for high and low lod.
Delete the High lod mesh parts you've imported to use as base with TSRW Object.
Export the new TS3 High lod mesh with 'TSRW Object' let it overwrite the High lod from the TS3 object.
Do the same for the Low and sunshadow lods without dropshadow.
Import the TS3 Low lod mesh with 'TSRW Object'.
Import the TSM mesh from the extracted S3_01D10F34_00000001 with 'Sims 3 Object Import by Wesley Howe',
Rename the group from the TSM mesh to be the same name as group as the Low lod TS3 mesh you've imported first with TSRW Object.
Delete the Low lod mesh you've imported first with TSRW Object.
Export with 'TSRW Object' let it overwrite the Low lod.
Now do the same to make your own sunshadow meshes if the automation of that does not work in TSRW, or you want to use S3OC.
Use S3_01D10F34_00010000 for the High lod Sunshadow
Use S3_01D10F34_00010001 for the Low lod Sunshadow
Import all the High and Low meshes back into your project.
Import all the _IMG files, start with the -m =multiplier or -mask (-s=specular)->say yes if asked to adjust Mask width.... In case the TS3 object has it, but the TSM object has no Overlay IMG, use the Make Empty button, say no if asked to adjust Mask width.
Delete the old presets and make new ones. Adjust the used textures/fabrics.
Save and Export to Sims3pack.
Use Delphy's Multi-installer to change into package if you prefer. http://www.modthesims.info/download.php?t=364038
I hope it is understandable english, I'm going to sleep now, but will check tomorrow if there are any questions OK?