Here's the first UnitConverter version 0.23 that is error-free and offers basic functionality.
Models workspace:
Help is integrated in every screen describing briefly the various elements of the screen.
In this screen you can add models to workspace. For simple models just point to the obj file of the model. Internally shield models are handled differently (since the shield.bfxm information needs to go into a different column in units.csv) therefore one requirement is that the shield obj file actually contains the word "shield". Letter case and position of the word is of no importance.
Unfortunately I didn't convince tkinter to update the label information correctly (known bug) so when you change the models in workspace, the info for the first model will remain there (will be fixed in later versions).
Once the models are added, select the model you want to add textures to and change to the next screen.
Texture editor:
Add default textures. Leave the technique entry empty if you are integrating for current shaders or select cinemut_opaque if you are integrating for the new shader. Then save and convert your model to the bfxm file, compress textures, copy everything (a directory with the model name will be created if it does not exist previously).
Once you have the default textures created and copied, you may want to add faction textures. First better clean the texture space by clicking the small "x" button on the right side of the faction. Add the faction texture(s) and again compress and copy. It won't be necessary to recreate the bfxm file as it only holds the default texture information. Then to the next step.
HUD Image editor
You may want to add a hud image, compress it and copy ot to the units model directory. On compressing, the corresponding sprite file will be created, too. On to unit editing.
Unit editor
Has only rudimentary information required to make the model display correctly in VegaStrike. Default information will be created for new models. If default information is shown for existing models, try changing the name to all lowercase and Load the information from units.csv again. The additional model dimensions are retrieved from the obj file. You may adjust the scale to correspond to the pretended size (but make sure you test turret placement as it might get borked with changed scale). The resulting in-game size will be the multiplication of scale and model dimensions. You are ready to view the unit. *EDIT* Meanwhile more functionality was added which is discussed in a later post.
Viewer
For testing teh default textures, you may leave the faction entry at "privateer". For testing faction textures, choose the corresponding faction. That's it if you have configured correctly the paths (nmext screen).
Configuration
To convert the model from obj to bfxm, you'll need the mesher path set. To compress textures, you'll need nvcompress configured. To view the model and edit unit information, you need to set the vegastrike data directory. The working directory is informational only.
About
For the sake of completeness, I have included this screen with version and license information.
Have a nice testing of your units.