		W3D to gmax Importer
		   Version 1.06



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Updates for v1.06
  --Bones will now appear as diamond shaped meshes
  --Removed redundant bones
  --Added "Select Bones" button to interface
       The button will select all bones AND all meshes in the scene 
       that should have "Export Transform" enabled
       

Updates for v1.05:
  --added support for HMODEL chunks
  --removed redundant Root bone
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Currently Supports:
  --Geometry - meshes, bones, and influenced vertices
  --Single pass textures

Does not yet import:
  --Animation
  --Multiple textures per mesh


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To run the script:
  --Copy "w3d.ms" to your "gmax\gamepacks\Westwood\RenX\scripts\startup" directory
  --Load RenX
  --Click the "Utilites" button on the right-side bar (top right of the screen, looks like a hammer) 
  --Click "MAXScript" in the rollout that appears
  --Select "W3D -> gmax Importer" from the drop down list of Utilities
  --Scroll down to see the W3D Importer tools
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Using the script:
  --Press "Import W3D Object" to load a w3d file.
  --If the file needs a skeleton to load (almost all characters will need skeletons),
        first click "Use external skeleton" and select an appropriate .w3d file. (s_a_human.w3d, for example)

  --Once the scene is loaded, use the Display controls to toggle display of bones,
        and to choose a Level of Detail to show.

Notes:
  --Textures will be applied to imported w3ds if they can be found.  They must be in .tga format
        and should be put in same directory of the w3d file being loaded



Suggestions, comments, or bugs?  Email me - seagle@cncgenerals.com

Script by Seagle - www.cncgenerals.com