
This is the Bethesda Softworks Inc. 3D Studio Max 3 TESExporter for Morrowind.

To install TESExporter:

1) Read TES Exporter EULA.txt for legal and copyright information.

2) Copy the TESExporter.dlu file to your MAX's "Plugins" directory.

3) Copy the MaxProperties.cfg file to your MAX's "Plugcfg" directory.

 TESExporter should then be accessible the next time MAX is started.
 It can be found in the Utilities panel as MaxProperties (possibly in the "More" menu.)

 Note:  On some machines the msvcp60.dll file must be copied to your 
	\WINDOWS\SYSTEM (for 98) or \WINNT\system32 (for NT) 
	directories. If TESExporter doesn't load after 
	steps 1-2 try copying the .dlls.  For the NiPSX2Viewer, you may
	also need to copy Msvcp60d.DLL and Msvcrtd.DLL.


BRIEF PLUGIN INSTRUCTIONS

Exporter Dialog Buttons:

[Export]
	Camera - Export any cameras in the scene. (Only useful for first person animation exporting)
	Lights - Export any lights in the scene.
	Vertex Weights - Include skinned vertex weights in the exported image data.
	Unused UV channels - Include unused UV channels in the exported image data.
	Optimize - Optimize the exported data for size and speed.  (Should be used unless a problem occurs).
	Force 1 Bit Alpha - Make transparent objects use a 1 bit alpha channel (Used with tress and bushes and such).
	Morrowind Preprocess - Preprocess morrowind specific objects in the exported data (Such as bounding boxes and   
          shadows).

[Animation]
	Use App Time - (Usually on) Uses time as a global value when on or a value relative the the animation start time
          when off.

	Include in NIF - Include animation keyframe data in the regular .nif file (Usually on). The animation data might 
          likely end up in a seperate .kf file with an associated .nif file.  These 2 files will be named as the original 
          with an "X" prepended.

	Extract to .KF - Extract animation data to a seperate .KF file (Almost never used since .kf files are created
          automatically).

	Biped Sample Rate - Since biped animation data must be sampled this is the frame sample ratio.
		1:1 = Every frame (All player animations and some NPCs)
		1:2 = Every 2 frames (Most NPCs and some creatures)
		1:3 = Every 3 frames.
		1:4 = Every 4 frames (Most creatures)


	Exclude Duplicates - Some geometry data will have duplicate properties.  They only need to be duplicate if they
          are not static.
	These buttons will remove duplicate data and assume that it will not change in game.
		ZBuffer - Exclude duplicate ZBuffer properties.
		Vertex Color - Exlude duplicate Vertex Color properties.
		Alpha - Exclude duplicate alpha properties.
		Controllers - Exclude duplicate keyframe controllers.
		Report Detail Level - The higher this number is the more data you will see in the export report.  Values
                   no higher than 15 are necessary.  Most useful data is seen at levels 2 or 3.  Higher values will create 
                   reports only a developer will possibly understand.


MaxProperties Buttons:

	Add - Add a property string to all selected objects.
	Edit - Edit the selected property string for all selected objects.
	Delete - Delete the property string from all selected objects.
	Clear Properties - Clear all property strings from the selected objects.

	Property string types:
		zMode = ZBuffer read = true, write = true.  (As if it were zMode11).
		zMode00 = ZBuffer read = false, write = false.
		zMode01 = ZBuffer read = false, write = true.
		zMode10 = ZBuffer read = true, write = false.

		billboard = Make object always face camera.
		billboardUp = Make object always face camera but remain upright.
		billboardRigid =  Make object always parallel to the camera's front view plane (Almost the same as billboard).

		sgoKeep = Keep this object even if optimization wants to remove it.

		Animated = true if object's animation controllers should updata automatically.  false if the time controllers should be handled by the
                  application.

		NotRandom = In cunjunction with Animated = true flag it will prevent the start time of the animation from being random.

		Mobile = Set dynamic bound calculation for particle controllers.  This is necessary if the particle system moves.

		Follow = Make particles follow the emitter even after creation.  If this is set the Mobile flag will never be necessary.

		Clamp = Make a particle system clamp instead of loop (Run once).
