Installation
-------------
Extract everything and place the program and the two other .exe files in the same folder. Note that the SMImport needs full access rights to its own directory as well as any directory you want files to be output, but it only needs read rights to any T3 installation folders.

Note for Vista users: If you haven't disabled UAC you may have trouble running the program depending on where you place it. Either place it in a "low security" directory like My Documents or run it as admin.


Basic use
---------
1) Select your T3 installation containing "Static Meshes" and "Textures" folders. 
2) Select the directory where you want the output files
3) Navigate using the dropdown (folders) and the listbox (files). You can add files you want by pressing the enter key, double-clicking in the files listbox, or clicking "add". 
4) Click on "Convert"


What the fix options mean
-------

Fixes (the option buttons on the left-hand side): Basically, 3DSMax doesn't like it when material names are more than 10 characters long so trying to import the original names of the textures as material names may cause problems. Therefore you have the following options

-No fix: pretend this won't be a problem. If you don't use 3DSMax it might not be. If you just need the textures and not the meshes, then you should select this option.
-Basic fix: Use ShadowSpawn's trick of truncating all names to 10 characters. You will have to fix texture file references by hand, most likely. Also, if you have two textures like verylongname1 and verylongname2 they will both get truncated to verylongna and you won't know which is which. 
-Smart truncation: Names are truncated to 10 characters but the texture file references are fixed automatically. Also, if you have to textures like verylongname1 and verylongname2 they will get truncated to verylong1 and verylong2 (up to 99 of these) so there is no duplicates issue.

Note that smart truncation can be buggy sometimes, I still don't know why. If you need something very robust then the basic fix will do it although you will have to do a lot of manual work to get things working properly.


Other options
--------------
-Overwrite any conflicts: If you already have a 3DS or DDS file of the same name in the output directory, should it be overwritten?
-Preferred texture format: This tells 3DSMax to look for texture files of this format. It does NOT convert the DDS files to this format (I unfortunately don't know how to do that). Once you've run the program you should convert all your textures to this format and place them in the same directory as the generated 3ds files.


