Batch exporter

The Batch Exporter is used by Nebula to convert working files (which are easy for an user to create and edit) to Nebula files (which are easy and quick for Nebula to read and render). It looks for working files created under /projects/<your project>/work/ and converts them to a parallel file structure under /projects/<your project>/export_win32/. Working files which have not been exported cannot be read by Nebula  While you can use the Content Browser to import individual files, the Batch Exporter checks your entire working directory for changes and converts files for you.

Use the File menu to set Nebula project settings: this only needs to be done once for a project to be initialized.

Afterwards, you can selectively choose which content types you wish to export with the check boxes to the left. Optionally, you can increase the number of parallel jobs the exporter will run (depends on how many parallel threads your computer can run) and whether or not to Force a re-export of all content existing in the project directory. Leaving it off will only export new or changed files. Once the Exporter is done, you should be able to find all your updated content in the Content Browser and Level Editor.


Importing with Batch Exporter

With this tool the artist only needs to add the FBX or texture files in the correct folder structure and use the batchexporter to move it into the engine.

Move the FBX files into the projects/*projectname*/work/gfxlib folder.
Move Texture files into …/work/textures.


Open the Batch Exporter and choose what content to import into the engine.


Press Export and the Batch Exporter works through the content to be imported.





Menus: File

File>Set Toolkit Directory – should be set to the root folder of your Nebula installation. This is how Nebula locates which installation to use.

File>Set Working Directory – should be set to your project folder, located under the Nebula installation at /projects/<your project/. This is how Nebula knows which user-created files to look for in the current project.



The check boxes represent different types of data which can be created for Nebula under <your project>/work. To speed up the process of a Batch Export, per default, the exporter scans your working directory only for new/(changed?) files and does not convert already-existing files. Converted files are placed under the /export_win32/ folder and read by Nebula.

Graphics –

Models –

Textures – these are texture files such as .jpg, .tga, etc.


Game Data




Parallel Jobs – sets how many parallel threads to run the Export on. If your computer supports this, setting this number higher can significantly increase the export’s speed. Most computers these days can run up to 8 threads.

Force – turned off by default, the Exporter only looks for new and changed files. This is based on the time stamp of the working file, and other file information (depending on the file type) compared to already-existing Nebula files. Setting it to Force will force a re-conversion of all files. This can be useful for debugging purposes.



The output window shows the progress of the exporter. In the future, error codes can be listed at this page – but they are fairly descriptive in the output and should provide sufficient information to debug any errors.



This starts the batch export.






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