FO, 2009/05/14:

	FSPP.gup Version 1.00

FSPP.GUP is a global utility plugin for 3DSMax 9, to be used in conjunction with the 'Microsoft Flight Simulator X SDK' Gamepack.

It enables you to export specified/explicit vertex normals to the '.x' file, allowing you to actually use the 'Edit Normals'-Modifier for finetuning the lighting of your FSX Models.


=== Installation ========================================

Just drop FSPP.gup in the '\Environment Kit\Modeling SDK\3DSM9\Plugins'-folder of your SDK-installation and restart Max. To uninstall, just delete or remove it.


=== MaxScript usage =====================================

	FSPP.ReplaceNormals <filename>

Parameters:
	<filename> : a string containing the full path to your ACES-exported '.x' file;

Return value:
	returns an integer telling the number of objects for which normals have been replaced.

Example:
If you exported with default settings, enter this in the Listener (F11):

	FSPP.ReplaceNormals (MaxFilePath + (GetFileNameFile MaxFileName) + ".x")


=== NOTES ===============================================

2009/05/17-Added: Max7_FSPP.gup is a backport to 3DS Max 7, Install folder: '\3DSM7\Plugins'. Maxscript usage as described above.

DO NOT TEST IT WITH YOUR LATEST UNSAVED DATA!

Works with Max 9. The plugin has been tested to yield valid FSX '.x' files. However, the test scenario cannot be described as extensive, so you are invited to report bugs/errors in the forum thread at fsdeveloper.com. Search "Explicit Normals".

What it does:
It checks if <filename> was generated by the ACES ExportLOD Tool.
Then backups the file adding a .bak3 extension to its name.
Parses the backup for valid Max object names and retrieves the normals for these from max.
Writes a new 'MeshNormals' block for each object with custom normals while copying the rest.
On success, it deletes the backup-file. On error, you should just see your old file unaltered.
No serious exception handling, so DO NOT TEST IT WITH YOUR LATEST UNSAVED DATA.

Troubleshooting:
1. FSPP will miss every MaxObject with a '.' in its name and just copy it's block to the new file without replacing the vertex normals.
2. Not sure if the normals still need some optimization. Compare what you see in the sim with what is in the Max Viewport and report any discrepancies.

END OF README