
Jedi Knights 3do Exporter for Milkshape 3d
	created by Zymotico
	email   : zymotica@hotmail.com
	website : www.jedinights.com/zyrealm

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This is a 3do exporter from Milkshape 3d.
The 3do file format is native to Lucas Arts' Jedi Knights.

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Features:

v.beta 1 (2-18-2001)
	- Correct object axis adjustment from Milkshape to Jedi Knights
	- Correct texture coordinate mapping export (256x256 textures only)
	- Support for 0x1 and 0x2 surface flags (two sided and transparent)

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Essential Files:

	Milkshape3d       - http://www.swissquake.ch/chumbalum-soft
	Zy's 3do Exporter - http://www.jedinights.com/zyrealm
	JED               - http://www.code-alliance.com

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Installation of 3do Exporter - just unzip all file contents into
	milkshapes main directory.

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Known Bugs:

	- none at the moment

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Features yet to be implemented:

	- Object radius calculations
	- 100% correct face normal calculation
	- Support for different texture sizes
	- Joint Support
	- Custom definable hierarchy nodes
	- To be as independent from JED as possible

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How to use:

1. Create a fully textured model with milkshape or import one.
2. Go to File -> Export -> Zy's JK-3do Exporter.
3. Type in a file name and save it.
4. At the moment you still need JED to "normalize" some of the 3do parameters.
	So open up JED, Import the 3do, and then go ahead and instantly export it
	back out again.  It's generally safe to overwrite the 3do exported from
	milkshape.
5. You should be done.  Go and play!

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Details:

Texturing - Textures for your Milkshape 3do projects must have the size 256x256.
	Future version of this exporter will change this.
	The name of the texture that gets stored into the 3do is same name as
	the material name in milkshape.  

        Example: Let's say you created a material in milkshape called 'HeadSkin' 
	with the texture 'face.bmp'.  When you export to 3do the name 'HeadSkin'
	will be used in the 3do's MAT section as 'HeadSkin.MAT'.  Just export
	something and open up the 3do in notepad and you'll see what I mean.

Surface Flags - This is somewhat advanced.  I don't expect a lot of people using
	this so I didn't test it much.  Basically the smoothening groups will
	control whether a flag of 0x0, 0x1, or 0x2 will be used.  0x0 is for a
	normal face, 0x1 is for two sided (JK doesn't seem to support this), and
	0x2 is for transparent faces.  If you want a face to have a flag of 0x1,
	assign it a smoothening group of '10'.  If you want a face to have a flag
	of 0x2 then assign the face a smoothening group of '20'.

Sizing - Milkshape's grid units are much much larger than JK's units.  Be sure to
	scale down your mesh considerably before exporting.  I find it safer to
	scale in Milkshape than in JED.  JED is perfectly fine to fine tune the
	size of your 3do.  Be sure to check the scale textures box in JED.

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Any problems contact me, Zymotico, at zymotica@hotmail.com

Visit my website at http://www.jedinights.com/zyrealm
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