Background: #fff
Foreground: #000
PrimaryPale: #8cf
PrimaryLight: #18f
PrimaryMid: #04b
PrimaryDark: #014
SecondaryPale: #ffc
SecondaryLight: #fe8
SecondaryMid: #db4
SecondaryDark: #841
TertiaryPale: #eee
TertiaryLight: #ccc
TertiaryMid: #999
TertiaryDark: #666
Error: #f88
/*{{{*/
body {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}

a {color:[[ColorPalette::PrimaryMid]];}
a:hover {background-color:[[ColorPalette::PrimaryMid]]; color:[[ColorPalette::Background]];}
a img {border:0;}

h1,h2,h3,h4,h5,h6 {color:[[ColorPalette::SecondaryDark]]; background:transparent;}
h1 {border-bottom:2px solid [[ColorPalette::TertiaryLight]];}
h2,h3 {border-bottom:1px solid [[ColorPalette::TertiaryLight]];}

.button {color:[[ColorPalette::PrimaryDark]]; border:1px solid [[ColorPalette::Background]];}
.button:hover {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::SecondaryLight]]; border-color:[[ColorPalette::SecondaryMid]];}
.button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::SecondaryDark]];}

.header {background:[[ColorPalette::PrimaryMid]];}
.headerShadow {color:[[ColorPalette::Foreground]];}
.headerShadow a {font-weight:normal; color:[[ColorPalette::Foreground]];}
.headerForeground {color:[[ColorPalette::Background]];}
.headerForeground a {font-weight:normal; color:[[ColorPalette::PrimaryPale]];}

.tabSelected{color:[[ColorPalette::PrimaryDark]];
	background:[[ColorPalette::TertiaryPale]];
	border-left:1px solid [[ColorPalette::TertiaryLight]];
	border-top:1px solid [[ColorPalette::TertiaryLight]];
	border-right:1px solid [[ColorPalette::TertiaryLight]];
}
.tabUnselected {color:[[ColorPalette::Background]]; background:[[ColorPalette::TertiaryMid]];}
.tabContents {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::TertiaryPale]]; border:1px solid [[ColorPalette::TertiaryLight]];}
.tabContents .button {border:0;}

#sidebar {}
#sidebarOptions input {border:1px solid [[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel {background:[[ColorPalette::PrimaryPale]];}
#sidebarOptions .sliderPanel a {border:none;color:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:hover {color:[[ColorPalette::Background]]; background:[[ColorPalette::PrimaryMid]];}
#sidebarOptions .sliderPanel a:active {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::Background]];}

.wizard {background:[[ColorPalette::PrimaryPale]]; border:1px solid [[ColorPalette::PrimaryMid]];}
.wizard h1 {color:[[ColorPalette::PrimaryDark]]; border:none;}
.wizard h2 {color:[[ColorPalette::Foreground]]; border:none;}
.wizardStep {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];
	border:1px solid [[ColorPalette::PrimaryMid]];}
.wizardStep.wizardStepDone {background::[[ColorPalette::TertiaryLight]];}
.wizardFooter {background:[[ColorPalette::PrimaryPale]];}
.wizardFooter .status {background:[[ColorPalette::PrimaryDark]]; color:[[ColorPalette::Background]];}
.wizard .button {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryLight]]; border: 1px solid;
	border-color:[[ColorPalette::SecondaryPale]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryDark]] [[ColorPalette::SecondaryPale]];}
.wizard .button:hover {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Background]];}
.wizard .button:active {color:[[ColorPalette::Background]]; background:[[ColorPalette::Foreground]]; border: 1px solid;
	border-color:[[ColorPalette::PrimaryDark]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryPale]] [[ColorPalette::PrimaryDark]];}

#messageArea {border:1px solid [[ColorPalette::SecondaryMid]]; background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]];}
#messageArea .button {color:[[ColorPalette::PrimaryMid]]; background:[[ColorPalette::SecondaryPale]]; border:none;}

.popupTiddler {background:[[ColorPalette::TertiaryPale]]; border:2px solid [[ColorPalette::TertiaryMid]];}

.popup {background:[[ColorPalette::TertiaryPale]]; color:[[ColorPalette::TertiaryDark]]; border-left:1px solid [[ColorPalette::TertiaryMid]]; border-top:1px solid [[ColorPalette::TertiaryMid]]; border-right:2px solid [[ColorPalette::TertiaryDark]]; border-bottom:2px solid [[ColorPalette::TertiaryDark]];}
.popup hr {color:[[ColorPalette::PrimaryDark]]; background:[[ColorPalette::PrimaryDark]]; border-bottom:1px;}
.popup li.disabled {color:[[ColorPalette::TertiaryMid]];}
.popup li a, .popup li a:visited {color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border: none;}
.popup li a:active {background:[[ColorPalette::SecondaryPale]]; color:[[ColorPalette::Foreground]]; border: none;}
.popupHighlight {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
.listBreak div {border-bottom:1px solid [[ColorPalette::TertiaryDark]];}

.tiddler .defaultCommand {font-weight:bold;}

.shadow .title {color:[[ColorPalette::TertiaryDark]];}

.title {color:[[ColorPalette::SecondaryDark]];}
.subtitle {color:[[ColorPalette::TertiaryDark]];}

.toolbar {color:[[ColorPalette::PrimaryMid]];}
.toolbar a {color:[[ColorPalette::TertiaryLight]];}
.selected .toolbar a {color:[[ColorPalette::TertiaryMid]];}
.selected .toolbar a:hover {color:[[ColorPalette::Foreground]];}

.tagging, .tagged {border:1px solid [[ColorPalette::TertiaryPale]]; background-color:[[ColorPalette::TertiaryPale]];}
.selected .tagging, .selected .tagged {background-color:[[ColorPalette::TertiaryLight]]; border:1px solid [[ColorPalette::TertiaryMid]];}
.tagging .listTitle, .tagged .listTitle {color:[[ColorPalette::PrimaryDark]];}
.tagging .button, .tagged .button {border:none;}

.footer {color:[[ColorPalette::TertiaryLight]];}
.selected .footer {color:[[ColorPalette::TertiaryMid]];}

.sparkline {background:[[ColorPalette::PrimaryPale]]; border:0;}
.sparktick {background:[[ColorPalette::PrimaryDark]];}

.error, .errorButton {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::Error]];}
.warning {color:[[ColorPalette::Foreground]]; background:[[ColorPalette::SecondaryPale]];}
.lowlight {background:[[ColorPalette::TertiaryLight]];}

.zoomer {background:none; color:[[ColorPalette::TertiaryMid]]; border:3px solid [[ColorPalette::TertiaryMid]];}

.imageLink, #displayArea .imageLink {background:transparent;}

.annotation {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; border:2px solid [[ColorPalette::SecondaryMid]];}

.viewer .listTitle {list-style-type:none; margin-left:-2em;}
.viewer .button {border:1px solid [[ColorPalette::SecondaryMid]];}
.viewer blockquote {border-left:3px solid [[ColorPalette::TertiaryDark]];}

.viewer table, table.twtable {border:2px solid [[ColorPalette::TertiaryDark]];}
.viewer th, .viewer thead td, .twtable th, .twtable thead td {background:[[ColorPalette::SecondaryMid]]; border:1px solid [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::Background]];}
.viewer td, .viewer tr, .twtable td, .twtable tr {border:1px solid [[ColorPalette::TertiaryDark]];}

.viewer pre {border:1px solid [[ColorPalette::SecondaryLight]]; background:[[ColorPalette::SecondaryPale]];}
.viewer code {color:[[ColorPalette::SecondaryDark]];}
.viewer hr {border:0; border-top:dashed 1px [[ColorPalette::TertiaryDark]]; color:[[ColorPalette::TertiaryDark]];}

.highlight, .marked {background:[[ColorPalette::SecondaryLight]];}

.editor input {border:1px solid [[ColorPalette::PrimaryMid]];}
.editor textarea {border:1px solid [[ColorPalette::PrimaryMid]]; width:100%;}
.editorFooter {color:[[ColorPalette::TertiaryMid]];}

#backstageArea {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::TertiaryMid]];}
#backstageArea a {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstageArea a:hover {background:[[ColorPalette::SecondaryLight]]; color:[[ColorPalette::Foreground]]; }
#backstageArea a.backstageSelTab {background:[[ColorPalette::Background]]; color:[[ColorPalette::Foreground]];}
#backstageButton a {background:none; color:[[ColorPalette::Background]]; border:none;}
#backstageButton a:hover {background:[[ColorPalette::Foreground]]; color:[[ColorPalette::Background]]; border:none;}
#backstagePanel {background:[[ColorPalette::Background]]; border-color: [[ColorPalette::Background]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]] [[ColorPalette::TertiaryDark]];}
.backstagePanelFooter .button {border:none; color:[[ColorPalette::Background]];}
.backstagePanelFooter .button:hover {color:[[ColorPalette::Foreground]];}
#backstageCloak {background:[[ColorPalette::Foreground]]; opacity:0.6; filter:'alpha(opacity:60)';}
/*}}}*/
/*{{{*/
* html .tiddler {height:1%;}

body {font-size:.75em; font-family:arial,helvetica; margin:0; padding:0;}

h1,h2,h3,h4,h5,h6 {font-weight:bold; text-decoration:none;}
h1,h2,h3 {padding-bottom:1px; margin-top:1.2em;margin-bottom:0.3em;}
h4,h5,h6 {margin-top:1em;}
h1 {font-size:1.35em;}
h2 {font-size:1.25em;}
h3 {font-size:1.1em;}
h4 {font-size:1em;}
h5 {font-size:.9em;}

hr {height:1px;}

a {text-decoration:none;}

dt {font-weight:bold;}

ol {list-style-type:decimal;}
ol ol {list-style-type:lower-alpha;}
ol ol ol {list-style-type:lower-roman;}
ol ol ol ol {list-style-type:decimal;}
ol ol ol ol ol {list-style-type:lower-alpha;}
ol ol ol ol ol ol {list-style-type:lower-roman;}
ol ol ol ol ol ol ol {list-style-type:decimal;}

.txtOptionInput {width:11em;}

#contentWrapper .chkOptionInput {border:0;}

.externalLink {text-decoration:underline;}

.indent {margin-left:3em;}
.outdent {margin-left:3em; text-indent:-3em;}
code.escaped {white-space:nowrap;}

.tiddlyLinkExisting {font-weight:bold;}
.tiddlyLinkNonExisting {font-style:italic;}

/* the 'a' is required for IE, otherwise it renders the whole tiddler in bold */
a.tiddlyLinkNonExisting.shadow {font-weight:bold;}

#mainMenu .tiddlyLinkExisting,
	#mainMenu .tiddlyLinkNonExisting,
	#sidebarTabs .tiddlyLinkNonExisting {font-weight:normal; font-style:normal;}
#sidebarTabs .tiddlyLinkExisting {font-weight:bold; font-style:normal;}

.header {position:relative;}
.header a:hover {background:transparent;}
.headerShadow {position:relative; padding:4.5em 0em 1em 1em; left:-1px; top:-1px;}
.headerForeground {position:absolute; padding:4.5em 0em 1em 1em; left:0px; top:0px;}

.siteTitle {font-size:3em;}
.siteSubtitle {font-size:1.2em;}

#mainMenu {position:absolute; left:0; width:10em; text-align:right; line-height:1.6em; padding:1.5em 0.5em 0.5em 0.5em; font-size:1.1em;}

#sidebar {position:absolute; right:3px; width:16em; font-size:.9em;}
#sidebarOptions {padding-top:0.3em;}
#sidebarOptions a {margin:0em 0.2em; padding:0.2em 0.3em; display:block;}
#sidebarOptions input {margin:0.4em 0.5em;}
#sidebarOptions .sliderPanel {margin-left:1em; padding:0.5em; font-size:.85em;}
#sidebarOptions .sliderPanel a {font-weight:bold; display:inline; padding:0;}
#sidebarOptions .sliderPanel input {margin:0 0 .3em 0;}
#sidebarTabs .tabContents {width:15em; overflow:hidden;}

.wizard {padding:0.1em 1em 0em 2em;}
.wizard h1 {font-size:2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
.wizard h2 {font-size:1.2em; font-weight:bold; background:none; padding:0em 0em 0em 0em; margin:0.4em 0em 0.2em 0em;}
.wizardStep {padding:1em 1em 1em 1em;}
.wizard .button {margin:0.5em 0em 0em 0em; font-size:1.2em;}
.wizardFooter {padding:0.8em 0.4em 0.8em 0em;}
.wizardFooter .status {padding:0em 0.4em 0em 0.4em; margin-left:1em;}
.wizard .button {padding:0.1em 0.2em 0.1em 0.2em;}

#messageArea {position:fixed; top:2em; right:0em; margin:0.5em; padding:0.5em; z-index:2000; _position:absolute;}
.messageToolbar {display:block; text-align:right; padding:0.2em 0.2em 0.2em 0.2em;}
#messageArea a {text-decoration:underline;}

.tiddlerPopupButton {padding:0.2em 0.2em 0.2em 0.2em;}
.popupTiddler {position: absolute; z-index:300; padding:1em 1em 1em 1em; margin:0;}

.popup {position:absolute; z-index:300; font-size:.9em; padding:0; list-style:none; margin:0;}
.popup .popupMessage {padding:0.4em;}
.popup hr {display:block; height:1px; width:auto; padding:0; margin:0.2em 0em;}
.popup li.disabled {padding:0.4em;}
.popup li a {display:block; padding:0.4em; font-weight:normal; cursor:pointer;}
.listBreak {font-size:1px; line-height:1px;}
.listBreak div {margin:2px 0;}

.tabset {padding:1em 0em 0em 0.5em;}
.tab {margin:0em 0em 0em 0.25em; padding:2px;}
.tabContents {padding:0.5em;}
.tabContents ul, .tabContents ol {margin:0; padding:0;}
.txtMainTab .tabContents li {list-style:none;}
.tabContents li.listLink { margin-left:.75em;}

#contentWrapper {display:block;}
#splashScreen {display:none;}

#displayArea {margin:1em 17em 0em 14em;}

.toolbar {text-align:right; font-size:.9em;}

.tiddler {padding:1em 1em 0em 1em;}

.missing .viewer,.missing .title {font-style:italic;}

.title {font-size:1.6em; font-weight:bold;}

.missing .subtitle {display:none;}
.subtitle {font-size:1.1em;}

.tiddler .button {padding:0.2em 0.4em;}

.tagging {margin:0.5em 0.5em 0.5em 0; float:left; display:none;}
.isTag .tagging {display:block;}
.tagged {margin:0.5em; float:right;}
.tagging, .tagged {font-size:0.9em; padding:0.25em;}
.tagging ul, .tagged ul {list-style:none; margin:0.25em; padding:0;}
.tagClear {clear:both;}

.footer {font-size:.9em;}
.footer li {display:inline;}

.annotation {padding:0.5em; margin:0.5em;}

* html .viewer pre {width:99%; padding:0 0 1em 0;}
.viewer {line-height:1.4em; padding-top:0.5em;}
.viewer .button {margin:0em 0.25em; padding:0em 0.25em;}
.viewer blockquote {line-height:1.5em; padding-left:0.8em;margin-left:2.5em;}
.viewer ul, .viewer ol {margin-left:0.5em; padding-left:1.5em;}

.viewer table, table.twtable {border-collapse:collapse; margin:0.8em 1.0em;}
.viewer th, .viewer td, .viewer tr,.viewer caption,.twtable th, .twtable td, .twtable tr,.twtable caption {padding:3px;}
table.listView {font-size:0.85em; margin:0.8em 1.0em;}
table.listView th, table.listView td, table.listView tr {padding:0px 3px 0px 3px;}

.viewer pre {padding:0.5em; margin-left:0.5em; font-size:1.2em; line-height:1.4em; overflow:auto;}
.viewer code {font-size:1.2em; line-height:1.4em;}

.editor {font-size:1.1em;}
.editor input, .editor textarea {display:block; width:100%; font:inherit;}
.editorFooter {padding:0.25em 0em; font-size:.9em;}
.editorFooter .button {padding-top:0px; padding-bottom:0px;}

.fieldsetFix {border:0; padding:0; margin:1px 0px 1px 0px;}

.sparkline {line-height:1em;}
.sparktick {outline:0;}

.zoomer {font-size:1.1em; position:absolute; overflow:hidden;}
.zoomer div {padding:1em;}

* html #backstage {width:99%;}
* html #backstageArea {width:99%;}
#backstageArea {display:none; position:relative; overflow: hidden; z-index:150; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageToolbar {position:relative;}
#backstageArea a {font-weight:bold; margin-left:0.5em; padding:0.3em 0.5em 0.3em 0.5em;}
#backstageButton {display:none; position:absolute; z-index:175; top:0em; right:0em;}
#backstageButton a {padding:0.1em 0.4em 0.1em 0.4em; margin:0.1em 0.1em 0.1em 0.1em;}
#backstage {position:relative; width:100%; z-index:50;}
#backstagePanel {display:none; z-index:100; position:absolute; margin:0em 3em 0em 3em; padding:1em 1em 1em 1em;}
.backstagePanelFooter {padding-top:0.2em; float:right;}
.backstagePanelFooter a {padding:0.2em 0.4em 0.2em 0.4em;}
#backstageCloak {display:none; z-index:20; position:absolute; width:100%; height:100px;}

.whenBackstage {display:none;}
.backstageVisible .whenBackstage {display:block;}
/*}}}*/
/***
StyleSheet for use when a translation requires any css style changes.
This StyleSheet can be used directly by languages such as Chinese, Japanese and Korean which use a logographic writing system and need larger font sizes.
***/

/*{{{*/
body {font-size:0.8em;}

#sidebarOptions {font-size:1.05em;}
#sidebarOptions a {font-style:normal;}
#sidebarOptions .sliderPanel {font-size:0.95em;}

.subtitle {font-size:0.8em;}

.viewer table.listView {font-size:0.95em;}

.htmlarea .toolbarHA table {border:1px solid ButtonFace; margin:0em 0em;}
/*}}}*/
/*{{{*/
@media print {
#mainMenu, #sidebar, #messageArea, .toolbar, #backstageButton {display: none ! important;}
#displayArea {margin: 1em 1em 0em 1em;}
/* Fixes a feature in Firefox 1.5.0.2 where print preview displays the noscript content */
noscript {display:none;}
}
/*}}}*/
<!--{{{-->
<div class='header' macro='gradient vert [[ColorPalette::PrimaryLight]] [[ColorPalette::PrimaryMid]]'>
<div class='headerShadow'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
<div class='headerForeground'>
<span class='siteTitle' refresh='content' tiddler='SiteTitle'></span>&nbsp;
<span class='siteSubtitle' refresh='content' tiddler='SiteSubtitle'></span>
</div>
</div>
<div id='mainMenu' refresh='content' tiddler='MainMenu'></div>
<div id='sidebar'>
<div id='sidebarOptions' refresh='content' tiddler='SideBarOptions'></div>
<div id='sidebarTabs' refresh='content' force='true' tiddler='SideBarTabs'></div>
</div>
<div id='displayArea'>
<div id='messageArea'></div>
<div id='tiddlerDisplay'></div>
</div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar closeTiddler closeOthers +editTiddler > fields syncing permalink references jump'></div>
<div class='title' macro='view title'></div>
<div class='subtitle'><span macro='view modifier link'></span>, <span macro='view modified date'></span> (<span macro='message views.wikified.createdPrompt'></span> <span macro='view created date'></span>)</div>
<div class='tagging' macro='tagging'></div>
<div class='tagged' macro='tags'></div>
<div class='viewer' macro='view text wikified'></div>
<div class='tagClear'></div>
<!--}}}-->
<!--{{{-->
<div class='toolbar' macro='toolbar +saveTiddler -cancelTiddler deleteTiddler'></div>
<div class='title' macro='view title'></div>
<div class='editor' macro='edit title'></div>
<div macro='annotations'></div>
<div class='editor' macro='edit text'></div>
<div class='editor' macro='edit tags'></div><div class='editorFooter'><span macro='message views.editor.tagPrompt'></span><span macro='tagChooser'></span></div>
<!--}}}-->
To get started with this blank TiddlyWiki, you'll need to modify the following tiddlers:
* SiteTitle & SiteSubtitle: The title and subtitle of the site, as shown above (after saving, they will also appear in the browser title bar)
* MainMenu: The menu (usually on the left)
* DefaultTiddlers: Contains the names of the tiddlers that you want to appear when the TiddlyWiki is opened
You'll also need to enter your username for signing your edits: <<option txtUserName>>
These InterfaceOptions for customising TiddlyWiki are saved in your browser

Your username for signing your edits. Write it as a WikiWord (eg JoeBloggs)

<<option txtUserName>>
<<option chkSaveBackups>> SaveBackups
<<option chkAutoSave>> AutoSave
<<option chkRegExpSearch>> RegExpSearch
<<option chkCaseSensitiveSearch>> CaseSensitiveSearch
<<option chkAnimate>> EnableAnimations

----
Also see AdvancedOptions
In the script {{{silentExecute.ms}}} try to replace
{{{
outputFile = sysInfo.currentdir + "\\output.log"
}}}
with
{{{
outputFile = doubleQuote (scriptsPath + "_libs_\\silentExecute\\output.log")
}}}

If this does not work please check that the following commands output these results:
{{{
C:\>md C:\tstjncreal
C:\>"C:\Program Files\Autodesk\3dsMax8\scripts\_libs_\junction\junction.exe" C:\tstjnclnk C:\tstjncreal
Junction v1.04 - Windows junction creator and reparse point viewer
Copyright (C) 2000-2005 Mark Russinovich
Systems Internals - http://www.sysinternals.com
Created: C:\tstjnclnk
Targetted at: C:\tstjncreal
C:\>"C:\Program Files\Autodesk\3dsMax8\scripts\_libs_\junction\junction.exe" -d C:\tstjnclnk
Junction v1.04 - Windows junction creator and reparse point viewer
Copyright (C) 2000-2005 Mark Russinovich
Systems Internals - http://www.sysinternals.com
Deleted C:\tstjnclnk.
C:\>rd C:\tstjncreal
C:\>
}}}
As a general rule, keep the scene very simple and compare with the existing rooms. The constraints are among others:
* do not create larger textures
* do not use other formats for textures
* do not use object groups in the scene
* do not add special effects such as noise
[[Introduction]]
[[HOWTO]]
[[FAQ]]
This list of deliverables applies to a modification of an existing set of 3D data.
M1) The original files provided with the bid request, modified according to the bid request description. No other modification must be done on the files, even the date of last modification. 
M2) All the files created by the export procedure explained in the bid request so that they can be used without any change in the poker3d game.
M3) The files created by the export must be ready to be used with the poker3d game binary program. 
M4) For each modification, two in game (i.e. taken when running the poker3d client) screenshots will be provided. These two images need to be taken from the running poker3d client. The first image must be without the modification. The second images must be with the modification. In both images, the area where the modification occurs must be clearly marked with a circle or any other convenient mark.
M5) For each modified (or created) poker room, a film that shows all the elements in the must be provided. This film must be taken in game (i.e. captured while running the poker3d game).
M6) The screenshots and films must not be placed in the sources.proprio or data.proprio directory.

/***
|''Name:''|GenerateRssByTagPlugin|
|''Description:''|Only tiddlers with a specific tag are inluded in the RSSFeed. If no tiddlers are selected then works as before. (see ticket #270: http://trac.tiddlywiki.org/tiddlywiki/ticket/270). <br>RssTag: <<option txtRssTag>>|
|''Version:''|1.0.2|
|''Date:''|Apr 20, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#GenerateRssByTagPlugin|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''[[License]]:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0 (Beta 5)|
***/
//{{{
version.extensions.GenerateRssByTagPlugin = {
	major: 1, minor: 0, revision: 2, 
	date: new Date("Apr 20, 2007"),
	source: 'http://tiddlywiki.bidix.info/#PasswordOptionPlugin',
	author: 'BidiX (BidiX (at) bidix (dot) info',
	coreVersion: '2.2.0 (Beta 5)'
};

if (!window.bidix) window.bidix = {}; // bidix namespace

bidix.generateRssByTag = function()
{
	var s = [];
	var d = new Date();
	var u = store.getTiddlerText("SiteUrl");
	// Assemble the header
	s.push("<" + "?xml version=\"1.0\"" + " encoding='UTF-8' " + "?" + ">");
	s.push("<rss version=\"2.0\">");
	s.push("<channel>");
	s.push("<title" + ">" + wikifyPlain("SiteTitle").htmlEncode() + "</title" + ">");
	if(u)
		s.push("<link>" + u.htmlEncode() + "</link>");
	s.push("<description>" + wikifyPlain("SiteSubtitle").htmlEncode() + "</description>");
	s.push("<language>en-us</language>");
	s.push("<copyright>Copyright " + d.getFullYear() + " " + config.options.txtUserName.htmlEncode() + "</copyright>");
	s.push("<pubDate>" + d.toGMTString() + "</pubDate>");
	s.push("<lastBuildDate>" + d.toGMTString() + "</lastBuildDate>");
	s.push("<docs>http://blogs.law.harvard.edu/tech/rss</docs>");
	s.push("<generator>TiddlyWiki " + version.major + "." + version.minor + "." + version.revision + "</generator>");
	// The body
	var tiddlers;
	if (config.options.txtRssTag && store.getTaggedTiddlers(config.options.txtRssTag).length > 0)
		tiddlers = store.getTaggedTiddlers(config.options.txtRssTag,"modified");
	else
		tiddlers = store.getTiddlers("modified","[[excludeLists]]");
	var n = config.numRssItems > tiddlers.length ? 0 : tiddlers.length-config.numRssItems;
	for (var t=tiddlers.length-1; t>=n; t--)
		s.push(tiddlers[t].saveToRss(u));
	// And footer
	s.push("</channel>");
	s.push("</rss>");
	// Save it all
	return s.join("\n");
};

//
// Initializations
//
bidix.generateRss = generateRss; // backup core version
generateRss = bidix.generateRssByTag; // install new one
config.options.txtRssTag = "toRSS"; // default RssTag. use <<option txtRssTag>> to overwritte
merge(config.optionsDesc,{txtRssTag: "Only tiddlers with this tag will be included in the RSS Feed."});
//}}}

!Prepare
It is best to duplicate an existing poker room.
Some objects in the room must be present because the game needs them: all these objects are on the table and the anchor points of the chairs. 
The names and the number of lights must also be preserved. The rest can be freely removed or replaced.
The simplest way to create a mockup is to create a cylinder, map textures on it and pretend it is a room. Although an actual room with good quality graphics requires more details, this is enough for a mockup.
!Add an object to the scene
All objects in the room must belong to a given selection set.
# select the new object
# click Edit -> Edit Named Selection Sets
# select [EXG Set]
# click on the third button from the left (tooltip Add selected objects)
The new object now belongs to the ''[EXG Set]'' and will be exported. A file will be created for it in set/mesh_//name//.umesh and the set.escn XML file will contain an entry that displays the //name//.
!Be aware of technical constraints
Because the technical constraints are not documented, a room must be created based on the existing examples. The room must be exported as often as possible and loaded in the game. By doing so it is painless to find which action or object caused trouble, either to the export or to the game loader. Creating a complete new room from scratch and trying to export it and load it in the game only when it is finished is very likely to be a difficult process.
<<tiddler Constraints>>
Create an alternative to the following files:
* barre_O.tga (64x64 TGA) ([[example|http://3dprod.pokersource.info/3dprod/data.proprio/barre_O.tga]]) used to build the progress bar when loading the game or the tables.
* splash_fond.tga (1024.x1024 TGA)  ([[example|http://3dprod.pokersource.info/3dprod/data.proprio/splash_fond.tga]]) shows on top of the progress bar when waiting for the game to load
* Pok3d.ico ([[example|http://cvs.gna.org/cvsweb/~checkout~/envwin32/master/Pok3d.ico?rev=1.2;content-type=image%2Fx-icon;cvsroot=underware]]) used as a web site or desktop icon
* logo.bmp (150x57 BMP) ([[example|http://cvs.gna.org/cvsweb/~checkout~/envwin32/master/logo.bmp?rev=1.1;content-type=image%2Fx-ms-bmp;cvsroot=underware]]) shows in the windows installer, on top of the window
* poked_icon.tga (32x32 TGA on transparent background) (http://3dprod.pokersource.info/3dprod/data.proprio/poked_icon.tga)
The installer menu contains the brand name and must be changed
* patch the Pok3d.nsi and just_uninstall.nsi
(http://cvs.gna.org/cvsweb/envwin32/master/Pok3d.nsi?rev=HEAD;cvsroot=underware)
with [[this patch|brand-sample.patch]]
Important note: because some sources were lost, the COLLADA export cannot be rebuilt from sources. The COLLADA export was created on the basis of the COLLADA library provided on the collada web site. The modifications were primarily bug fixes, and some implementation of the specification that are not yet available. These modifications will eventually be available to the general public and the COLLADA export will be switched to the standard.

# download 3DS Max 8 and install it
## be sure to have the Max SDK installed as well as ~SP3
## for further reference, I suggest to install to a simple named folder such as c:\3dsmax8 (c:\Program Files\Autodesk\3dsmax8 being the default folder)
# install Visual .NET 2003
## launch it by clicking on menu Start/All Programs/Microsoft Visual .NET 2003/Microsoft Visual Studio .NET 2003
## go to the menu Tools/Options
## go to Projects/VC++ Directories
## in the list box named "Show directories for" select "Include files" in the "Include directories" list, add the path to the Max SDK include folder, for instance if it was installed to c:\3dsmax8, add c:\3dsmax8\maxsdk\include reiterate with a subfolder CS, for instance if it was installed to c:\3dsmax8, add c:\3dsmax8\maxsdk\include\CS
## in the list box named "Show directories for" select "Library files" in the "Library directories" list, add the path to the Max SDK library folder, for instance if it was installed to c:\3dsmax8, add c:\3dsmax8\maxsdk\lib
## click OK, close the application
# download 3dprod.zip (URL to come)
## unzip the archive into the folder of your choice, we will further call it the BASEPATH, say c:\3dprod
# go to the panel Start/Configuration Panel/System
## click on Advanced/Environment variables
## on "User Variables", click new variable Name: ~COLLADA_EXTERNAL_LIBS_LOCATION variable Value: your BASEPATH\source.tools\collada\external-libs for instance if you unzipped the archive into c:\3dprod, the value would be: c:\3dprod\source.tools\collada\external-libs
## click OK, leave the panel
# go to BASEPATH\source.tools\escn_export\exgExport
## double click on exgExport.sln
## in the ''Solution Explorer'' panel, RMB on ''Solution'' 'exgExport' and click "Rebuild Solution"
## wait until the message "Rebuild All: 3 succeeded, 0 failed, 0 skipped" a batch script automatically recopy the DLL and DLE in source.tools/max/export_exg
## close the application
# go to BASEPATH\source.tools\world_converter\visual
## double click on world_converter.sln
## in the ''Solution Explorer'' panel, RMB on ''Solution'' 'world_converter' and click "Rebuild Solution"
## wait until the message "Build: 8 succeeded, 0 failed, 0 skipped"
## close the application
## the resulting binary can be found at BASEPATH\source.tools\world_converter\visual\Release and need not be copied : the 3dsmax exporter will search it exactly there
# go to BASEPATH\source.tools\cal3d\plugins\cal3d_max_exporter
## double click on cal3d_max_exporter.sln
## in the ''Solution Explorer'' panel, RMB on ''Solution'' 'cal3d_max_exporter' and click "Rebuild Solution"
## wait until the message "Rebuild All: 2 succeeded, 0 failed, 0 skipped" a batch script automatically recopy the DLL and DLE in source.tools/max/export_cal3d/plugins
## close the application
# go to BASEPATH\source.tools\cal3d_0_10_0\plugins\cal3d_max_exporter
## double click on cal3d_max_exporter.sln
## in the ''Solution Explorer'' panel, RMB on ''Solution'' 'cal3d_max_exporter' and click "Rebuild Solution"
## wait until the message "Rebuild All: 2 succeeded, 0 failed, 0 skipped" a batch script automatically recopy the DLL and DLE in source.tools/max/export_cal3d/plugins
## close the application
Important note: for a yet unknown reason, the level01 scene cannot be opened (3dsmax crashes on it).
# acquire photoshop
# Get the nvidia plugin that allows creation of dds under photoshop http://developer.nvidia.com/object/photoshop_dds_plugins.html
# acquire 3DSMax 8 + ~SP3
# acquire Cebas Final Render stage 1 + ~SP2 upgrade (cebas.dlu and tBaker.dlu are needed for baking scene lighting into textures)
# download [[Poker 3D data source and tools archive|3dprod-2007-09-03.zip]] (600MB) and extract into c:\3dprod and make sure the path does not contain white spaces (do not extract in Document And Settings for instance)
# assuming 3dsmax is the directory of 3DSMax 8
## Copy from 3dprod\source.tools\max\export_cal3d\*.dll to 3dsmax\
## Copy from 3dprod\source.tools\max\export_cal3d\plugins\*.dle to 3dsmax\plugins (dont copy collada exporter sample).
## Copy from 3dprod\source.tools\max\export_dae\*.dll to 3dsmax\
## Copy from 3dprod\source.tools\max\export_dae\plugins\*.dle to 3dsmax\plugins
## Copy from 3dprod\source.tools\max\export_exg\*.dll to 3dsmax\
## Copy from 3dprod\source.tools\max\export_exg\plugins\*.dle to 3dsmax\plugins
## Copy from 3dprod\source.tools-HEAD\max\export_dae\~ColladaExporter.ini to 3dsmax\plugcfg
# launch 3dsmax
# from "3dprod\source.tools-HEAD\max\script tools" drag and drop *.mzp on a viewport ''ONE FILE AT A TIME''.
# restart max
# customize a toolbar to add the mekenExport macroscript : Go in the menu Customize > Customize User Interface In the tab Toolsbars, choose the Category Mekensleep. Drag the actionMekenExport on a toolbar. A button must appear.
# start mekenExport by clicking on this macroscript
# configure mekenExport directories : Let's assume the 3dprod data is installed in c:\3dprod\. Set "Work Directory" to c:\3dprod\ Set Pok3d\..\data (export) directory to c:\3dprod\data.proprio\. Make sure to use '\' and not '/'. Make sur to have a final '\' on both directories. If you want to change this settings, remove the 3dsmax\scripts\mekenExport\mekenExport.cfg file and restart the script.
# before any export
## load in 3dsmax 3dprod\source.proprio.3d\homme\max\models - hommes.max
## when requested for additionnal bitmap files, choose browse and add 3dprod\source.proprio.3d\homme\maps
## load in 3dsmax 3dprod\source.proprio.3d\femme\max\models - femmes.max
## when requested for additionnal bitmap files, choose browse and add 3dprod\source.proprio.3d\femme\maps
## a dialog box for missing textures can be raised during the export process, just click Ok.
# to export the data click on the 'poker chip' icon at the end of the main 3dsmax toolbar.
# click on the chip icon
# ''wait...'' appears at the bottom of the viewport
# a treeview pops on the left of 3dsmax
# ''wait...'' disapears
# click on the checkbox on the left of the items you want to export
# click on the ''Export'' button at the top of the treeview
# download and install the 3d poker client form https://www.pok3d.com/download.php?ver=win
# exchange the 3dprod\data.proprio directory with the c:\Program Files\Pok3d\data directory
# run the game and see the modified data
# on the pok3d.com server the Bunder table is level00, the Dindol table is level01, the Nansei table is level02, the Host table is level03
Use photoshop and save the photoshop source file in 3dprod\source.proprio.3d\levelXX\psd. For a given texture, export it in the 3dprod\source.proprio.3d\levelXX using one of the following supported formats:
# TGA 32 bits
# ~DXT1
# ~DXT3
Hints on how to chose the format:
* If there is no alpha in the texture, or if the alpha can be stored on 1 bit, chose ~DXT1 (4 bits per pixel)
* ~DXT3 is appropriate for textures that require 8 bits per pixel and non interpolated alpha
* If the texture quality is too low because of the compression, use TGA (32 bits per pixel, lossless)
A set of ~HOWTOs related to the making of 3D data for the poker3d software available at http://gna.org/projects/underware/. It comes in two flavors
* light weight from [[blender|http://blender3d.org/]] sources : http://3dprod.pokersource.info/3dtests/
* big from 3dsmax8 sources : http://3dprod.pokersource.info/3dprod/
If you ever run into trouble with the HOWTO, please write to [[Loic Dachary|mailto:loic@dachary.org]] describing in detail:
# the steps that lead to the error, one by one
# the expected behaviour
# the error that occured
# a verbatim copy of all error messages
[[HOWTO]]
[[FAQ]]
[[Deliverables]]
[[Loic Dachary|mailto:loic@dachary.org]]
HOWTO with sources and tools
poker 3d data
http://3dprod.pokersource.info/
/***
|''Name:''|WebDAVSavingPlugin|
|''Description:''|Saves on a WebDAV server without the need of any ServerSide script.<br>When TiddlyWiki is accessed over http, this plugin permits to save back to the server, using http PUT.|
|''Version:''|0.2.1|
|''Date:''|Apr 21, 2007|
|''Source:''|http://tiddlywiki.bidix.info/#WebDAVSavingPlugin|
|''Author:''|BidiX (BidiX (at) bidix (dot) info)|
|''License:''|[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D ]]|
|''~CoreVersion:''|2.2.0 (Beta 5)|
***/
//{{{
version.extensions.WebDAVSavingPlugin = {
	major: 0, minor: 2, revision: 1, 
	date: new Date("Apr 21, 2007"),
	source: 'http://tiddlywiki.bidix.info/#WebDAVSavingPlugin',
	author: 'BidiX (BidiX (at) bidix (dot) info',
	license: '[[BSD open source license|http://tiddlywiki.bidix.info/#%5B%5BBSD%20open%20source%20license%5D%5D]]',
	coreVersion: '2.2.0 (Beta 5)'
};

if (!window.bidix) window.bidix = {};
bidix.WebDAVSaving = {
	orig_saveChanges: saveChanges,
	defaultFilename: 'index.html',
	messages: {
		loadOriginalHttpDavError: "Original file can't be loaded",
		optionsMethodError: "The OPTIONS method can't be used on this ressource : %0",
		webDavNotEnabled: "WebDAV is not enabled on this ressource : %0",
		notHTTPUrlError: "WebDAV saving can be used for http viewed TiddlyWiki only",
		aboutToSaveOnHttpDav: 'About to save on %0 ...'		,
		folderCreated: "Remote folder '%0' created"
	}
};

// Save this tiddlywiki with the pending changes
saveChanges = function(onlyIfDirty,tiddlers)
{
	var originalPath = document.location.toString();
	if (originalPath.substr(0,5) == "file:")
		return bidix.WebDAVSaving.orig_saveChanges(onlyIfDirty,tiddlers);
	else
		return bidix.WebDAVSaving.saveChanges(onlyIfDirty,tiddlers);
}

bidix.WebDAVSaving.saveChanges = function(onlyIfDirty,tiddlers)
{
	var callback = function(status,params,original,url,xhr) {
			url = (url.indexOf("nocache=") < 0 ? url : url.substring(0,url.indexOf("nocache=")-1));
		if (!status)
			displayMessage(bidix.WebDAVSaving.messages.optionsMethodError.format([url]));
		else {
			if (!xhr.getResponseHeader("DAV"))
				alert(bidix.WebDAVSaving.messages.webDavNotEnabled.format([url]));
			else
				bidix.WebDAVSaving.doSaveChanges();
		}
	}	
	if(onlyIfDirty && !store.isDirty())
		return;
	clearMessage();
	var originalPath = document.location.toString();
	// Check we were loaded from a HTTP or HTTPS URL
	if(originalPath.substr(0,4) != "http") {
		alert(bidix.WebDAVSaving.messages.notHTTPUrlError);
		return;
	}	
	// is the server WebDAV enabled ?
	var r = doHttp("OPTIONS",originalPath,null,null,null,null,callback,null,null);
	if (typeof r == "string")
		alert(r);
}
	
bidix.WebDAVSaving.doSaveChanges = function()
{
	var callback = function(status,params,original,url,xhr) {
		if (!status) {
			alert(config.messages.loadOriginalHttpDavError);
			return;
		}
		url = (url.indexOf("nocache=") < 0 ? url : url.substring(0,url.indexOf("nocache=")-1));
		// Locate the storeArea div's 
		var posDiv = locateStoreArea(original);
		if((posDiv[0] == -1) || (posDiv[1] == -1)) {
			alert(config.messages.invalidFileError.format([localPath]));
			return;
		}
		bidix.WebDAVSaving.mkbackupfolder(null,null,params,original,posDiv);
	};
	// get original
	var originalPath = document.location.toString();
	if (originalPath.charAt(originalPath.length-1) == "/")
		originalPath = originalPath + bidix.WebDAVSaving.defaultFilename;
	displayMessage(bidix.WebDAVSaving.messages.aboutToSaveOnHttpDav.format([originalPath]));
	doHttp("GET",originalPath,null,null,null,null,callback,originalPath,null);
};

bidix.WebDAVSaving.mkbackupfolder = function(root,dirs,url,original,posDiv) {
	if (!root || !dirs) {
		root = bidix.dirname(url);
		if (config.options.txtBackupFolder == "")
			dirs = null;
		else
			dirs = config.options.txtBackupFolder.split('/');
	}
	if (config.options.chkSaveBackups && dirs && (dirs.length > 0)) 
		bidix.WebDAVSaving.mkdir(root,dirs.shift(),dirs,url,original,posDiv);
	else
		bidix.WebDAVSaving.saveBackup(url,original,posDiv);
};

bidix.WebDAVSaving.saveBackup = function(url,original,posDiv)
{
	var callback = function(status,params,responseText,url,xhr) {
		if (!status) {
			alert(config.messages.backupFailed);
			return;
		}
		url = (url.indexOf("nocache=") < 0 ? url : url.substring(0,url.indexOf("nocache=")-1));
		displayMessage(config.messages.backupSaved,url);
		bidix.WebDAVSaving.saveRss(params[0],params[1],params[2]);
	};
	if(config.options.chkSaveBackups) {
		var backupPath = getBackupPath(url);
		bidix.httpPut(backupPath,original,callback,Array(url,original,posDiv));
	} else {
		bidix.WebDAVSaving.saveRss(url,original,posDiv);
	}
}

bidix.WebDAVSaving.saveRss = function(url,original,posDiv) 
{
	var callback = function(status,params,responseText,url,xhr) {
		if (!status) {
			alert(config.messages.rssFailed);
			return;
		}
		url = (url.indexOf("nocache=") < 0 ? url : url.substring(0,url.indexOf("nocache=")-1));
		displayMessage(config.messages.rssSaved,url);
		bidix.WebDAVSaving.saveEmpty(params[0],params[1],params[2]);
	};
	if(config.options.chkGenerateAnRssFeed) {
		var rssPath = url.substr(0,url.lastIndexOf(".")) + ".xml";
		bidix.httpPut(rssPath,convertUnicodeToUTF8(generateRss()),callback,Array(url,original,posDiv));
	} else {
		bidix.WebDAVSaving.saveEmpty(url,original,posDiv);
	}
}

bidix.WebDAVSaving.saveEmpty = function(url,original,posDiv) 
{
	var callback = function(status,params,responseText,url,xhr) {
		if (!status) {
			alert(config.messages.emptyFailed);
			return;
		}
		url = (url.indexOf("nocache=") < 0 ? url : url.substring(0,url.indexOf("nocache=")-1));
		displayMessage(config.messages.emptySaved,url);
		bidix.WebDAVSaving.saveMain(params[0],params[1],params[2]);
	};
	if(config.options.chkSaveEmptyTemplate) {
		var emptyPath,p;
		if((p = url.lastIndexOf("/")) != -1)
			emptyPath = url.substr(0,p) + "/empty.html";
		else
			emptyPath = url + ".empty.html";
		var empty = original.substr(0,posDiv[0] + startSaveArea.length) + original.substr(posDiv[1]);
		bidix.httpPut(emptyPath,empty,callback,Array(url,original,posDiv));
	} else {
		bidix.WebDAVSaving.saveMain(url,original,posDiv);
	}
}

bidix.WebDAVSaving.saveMain = function(url,original,posDiv) 
{
	var callback = function(status,params,responseText,url,xhr) {
		if(status) {
			url = (url.indexOf("nocache=") < 0 ? url : url.substring(0,url.indexOf("nocache=")-1));
			displayMessage(config.messages.mainSaved,url);
			store.setDirty(false);
		} else 
			alert(config.messages.mainFailed);
	};	
	// Save new file
	var revised = updateOriginal(original,posDiv);
	bidix.httpPut(url,revised,callback,null);
}

// asynchronous mkdir
bidix.WebDAVSaving.mkdir = function(root,dir,dirs,url,original,posDiv) {
	var callback = function(status,params,responseText,url,xhr) {
		url = (url.indexOf("nocache=") < 0 ? url : url.substring(0,url.indexOf("nocache=")-1));
		if (status == null) {
			alert("Error in mkdir");
			return;
		}
		if (xhr.status == httpStatus.ContentCreated) {
			displayMessage(bidix.WebDAVSaving.messages.folderCreated.format([url]),url);
			bidix.WebDAVSaving.mkbackupfolder(url,params[1],params[2],params[3],params[4]);
		} else {
			if (xhr.status == httpStatus.NotFound)
				bidix.http('MKCOL',url,null,callback,params);
			else
				bidix.WebDAVSaving.mkbackupfolder(url,params[1],params[2],params[3],params[4]);
		}
	};
	if (root.charAt(root.length) != '/')
		root = root +'/';
	bidix.http('HEAD',root+dir,null,callback,Array(root,dirs,url,original,posDiv));
}

bidix.httpPut = function(url,data,callback,params)
{
	return bidix.http("PUT",url,data,callback,params);
}

bidix.http = function(type,url,data,callback,params)
{
	var r = doHttp(type,url,data,null,null,null,callback,params,null);
	if (typeof r == "string")
		alert(r);
	return r;
}

bidix.dirname = function (filePath) {
	if (!filePath) 
		return;
	var lastpos;
	if ((lastpos = filePath.lastIndexOf("/")) != -1) {
		return filePath.substring(0, lastpos);
	} else {
		return filePath.substring(0, filePath.lastIndexOf("\\"));
	}
};
//}}}
not sure but it does not matter.
The most likely cause is a technical element that does not fit the technical constraints of the game code. 
<<tiddler Constraints>>
You can reach Loic Dachary at ldachary@yahoo.com or on irc.freenode.net#poker3d
{{{
Level: level00
 Loading level00.max raised errors :
    WRN: D:\[CVS]\source.proprio.3d\level00\cardface1.dds
    WRN: D:\[CVS]\source.proprio.3d\level00\Skaf_wood_01.jpg
    WRN: D:\[CVS]\source.proprio.3d\level00\ntok01.dds
    WRN: D:\[CVS]\source.proprio.3d\level00\ntok04.jpg
    WRN: D:\[CVS]\source.proprio.3d\level00\ntok02.jpg
    WRN: D:\[CVS]\source.proprio.3d\level00\ntok03.jpg
    WRN: D:\[CVS]\source.proprio.3d\level00\ntok05.jpg
    WRN: D:\[CVS]\source.proprio.3d\level00\ntok06.jpg
    WRN: D:\[CVS]\source.proprio.3d\level00\ntok07.jpg
    WRN: D:\[CVS]\source.proprio.3d\level00\ntok08.jpg
    WRN: D:\[CVS]\source.proprio.3d\level00\ntok09.jpg
    WRN: D:\[CVS]\source.proprio.3d\level00\ntok10.jpg
    WRN: D:\[CVS]\source.proprio.3d\level00\ntok11.jpg
    WRN: D:\[CVS]\source.proprio.3d\level00\ntok12.jpg
    WRN: D:\[CVS]\source.proprio.3d\level00\ntok13.jpg
 
 set.escn : START EXPORT C:\3dprod\source.proprio.3d\level00\level00.max 
 C:\3dprod\data.proprio\level00\set.escn: Export done, 46 files done in C:\3dprod\data.proprio\level00\ 
 seat.escn : START EXPORT C:\3dprod\source.proprio.3d\level00\level00.max 
 C:\3dprod\data.proprio\level00\seat.escn: Export done, 46 files done in C:\3dprod\data.proprio\level00\ 
 position.escn : START EXPORT C:\3dprod\source.proprio.3d\position\position.max 
 C:\3dprod\data.proprio\level00\position.escn: Export done, 46 files done in C:\3dprod\data.proprio\level00\ 

Level: level02
 Loading level02.max raised errors :
    WRN: ntok01.dds
    WRN: F:\CVS\source.proprio.3d\level01\tablefoot_.tga
 
 set.escn : START EXPORT C:\3dprod\source.proprio.3d\level02\level02.max 
 C:\3dprod\data.proprio\level02\set.escn: Export done, 49 files done in C:\3dprod\data.proprio\level02\ 
 seat.escn : START EXPORT C:\3dprod\source.proprio.3d\level02\level02.max 
 C:\3dprod\data.proprio\level02\seat.escn: Export done, 49 files done in C:\3dprod\data.proprio\level02\ 
 position.escn : START EXPORT C:\3dprod\source.proprio.3d\position\position.max 
 C:\3dprod\data.proprio\level02\position.escn: Export done, 49 files done in C:\3dprod\data.proprio\level02\ 

Level: level03
 Loading level03.max raised errors :
    WRN: D:\[CVS]\source.proprio.3d\level03\ntok01.jpg
    WRN: D:\[CVS]\source.proprio.3d\level03\ntok04.jpg
    WRN: D:\[CVS]\source.proprio.3d\level03\ntok02.jpg
    WRN: D:\[CVS]\source.proprio.3d\level03\ntok03.jpg
    WRN: D:\[CVS]\source.proprio.3d\level03\ntok05.jpg
    WRN: D:\[CVS]\source.proprio.3d\level03\ntok06.jpg
    WRN: D:\[CVS]\source.proprio.3d\level03\ntok07.jpg
    WRN: D:\[CVS]\source.proprio.3d\level03\ntok08.jpg
    WRN: D:\[CVS]\source.proprio.3d\level03\ntok09.jpg
    WRN: D:\[CVS]\source.proprio.3d\level03\ntok10.jpg
    WRN: D:\[CVS]\source.proprio.3d\level03\ntok11.jpg
    WRN: D:\[CVS]\source.proprio.3d\level03\ntok12.jpg
    WRN: D:\[CVS]\source.proprio.3d\level03\ntok13.jpg
 
 set.escn : START EXPORT C:\3dprod\source.proprio.3d\level03\level03.max 
 C:\3dprod\data.proprio\level03\set.escn: Export done, 47 files done in C:\3dprod\data.proprio\level03\ 
 seat.escn : START EXPORT C:\3dprod\source.proprio.3d\level03\level03.max 
 C:\3dprod\data.proprio\level03\seat.escn: Export done, 47 files done in C:\3dprod\data.proprio\level03\ 
 position.escn : START EXPORT C:\3dprod\source.proprio.3d\position\position.max 
 C:\3dprod\data.proprio\level03\position.escn: Export done, 47 files done in C:\3dprod\data.proprio\level03\ 

player.male.cal3d :: cal3d.xfg
 file cal3d.xfg already exists 

player.male.cal3d :: skeleton.csf
 skeleton.CSF : export OK. 
 skeleton.CSF : export OK. 

player.male.cal3d :: meshes
 Node __Torso : export OK. 
 Node __ArmL : export OK. 
 Node __Head : export OK. 
 Node __TorsoLo : export OK. 
 Node __ArmR : export OK. 
 Node __cardzone2 : export OK. 
 Node __cardzone : export OK. 
 Node __chairFront : export OK. 
 Node __chair : export OK. 
 Node bentcard0 : export OK. 
 Node bentcard2 : export OK. 
 Node bentcard1 : export OK. 
 Node bentcard3 : export OK. 
 Node bentcard4 : export OK. 
 Node chair_lv00 : export OK. 
 Node chair_lv01 : export OK. 
 Node chair_lv02 : export OK. 
 Node chair_lv03 : export OK. 
 Node BOShead : export OK. 
 Node BOSeyes : export OK. 
 Node DOhead : export OK. 
 Node DOeyes : export OK. 
 Node GNhead : export OK. 
 Node GNeyes : export OK. 
 Node JCeyes : export OK. 
 Node JChead : export OK. 
 Node JGeyes : export OK. 
 Node JGhead : export OK. 
 Node KJeyes : export OK. 
 Node KJhead : export OK. 
 Node KKeyes : export OK. 
 Node KKhead : export OK. 
 Node MSeyes : export OK. 
 Node MShead : export OK. 
 Node PNGeyes : export OK. 
 Node PNGhead : export OK. 
 Node TMeyes : export OK. 
 Node TMhead : export OK. 
 Node BOShair : export OK. 
 Node GNhair : export OK. 
 Node JChair : export OK. 
 Node JGhair : export OK. 
 Node KJhair : export OK. 
 Node KKhair : export OK. 
 Node MShair : export OK. 
 Node PNGhair : export OK. 
 Node TMhair : export OK. 
 Node bbcap : export OK. 
 Node BKhair : export OK. 
 Node BOShair : export OK. 
 Node CLhair : export OK. 
 Node GNhair : export OK. 
 Node JChair : export OK. 
 Node JGhair : export OK. 
 Node JPhair : export OK. 
 Node KJhair : export OK. 
 Node KKhair : export OK. 
 Node MShair : export OK. 
 Node PNGhair : export OK. 
 Node TMhair : export OK. 
 Node bbcap : export OK. 
 Node BOSbeard : export OK. 
 Node BOSbeard : export OK. 
 Node BOStorso : export OK. 
 Node BOSarms : export OK. 
 Node hands : export OK. 
 Node DOtorso : export OK. 
 Node DOarms : export OK. 
 Node hands : export OK. 
 Node GNtorso : export OK. 
 Node GNarms : export OK. 
 Node hands : export OK. 
 Node JCtorso : export OK. 
 Node JCarms : export OK. 
 Node hands : export OK. 
 An Exception occured in the ExportMesh plugin function 
 Node __Torso : export OK (linux version) 
 Node __ArmL : export OK (linux version) 
 Node __Head : export OK (linux version) 
 Node __TorsoLo : export OK (linux version) 
 Node __ArmR : export OK (linux version) 
 Node __cardzone2 : export OK (linux version) 
 Node __cardzone : export OK (linux version) 
 Node __chairFront : export OK (linux version) 
 Node __chair : export OK (linux version) 
 Node bentcard0 : export OK (linux version) 
 Node bentcard2 : export OK (linux version) 
 Node bentcard1 : export OK (linux version) 
 Node bentcard3 : export OK (linux version) 
 Node bentcard4 : export OK (linux version) 
 Node chair_lv00 : export OK (linux version) 
 Node chair_lv01 : export OK (linux version) 
 Node chair_lv02 : export OK (linux version) 
 Node chair_lv03 : export OK (linux version) 
 Node BOShead : export OK (linux version) 
 Node BOSeyes : export OK (linux version) 
 Node DOhead : export OK (linux version) 
 Node DOeyes : export OK (linux version) 
 Node GNhead : export OK (linux version) 
 Node GNeyes : export OK (linux version) 
 Node JCeyes : export OK (linux version) 
 Node JChead : export OK (linux version) 
 Node JGeyes : export OK (linux version) 
 Node JGhead : export OK (linux version) 
 Node KJeyes : export OK (linux version) 
 Node KJhead : export OK (linux version) 
 Node KKeyes : export OK (linux version) 
 Node KKhead : export OK (linux version) 
 Node MSeyes : export OK (linux version) 
 Node MShead : export OK (linux version) 
 Node PNGeyes : export OK (linux version) 
 Node PNGhead : export OK (linux version) 
 Node TMeyes : export OK (linux version) 
 Node TMhead : export OK (linux version) 
 Node BOShair : export OK (linux version) 
 Node GNhair : export OK (linux version) 
 Node JChair : export OK (linux version) 
 Node JGhair : export OK (linux version) 
 Node KJhair : export OK (linux version) 
 Node KKhair : export OK (linux version) 
 Node MShair : export OK (linux version) 
 Node PNGhair : export OK (linux version) 
 Node TMhair : export OK (linux version) 
 Node bbcap : export OK (linux version) 
 Node BKhair : export OK (linux version) 
 Node BOShair : export OK (linux version) 
 Node CLhair : export OK (linux version) 
 Node GNhair : export OK (linux version) 
 Node JChair : export OK (linux version) 
 Node JGhair : export OK (linux version) 
 Node JPhair : export OK (linux version) 
 Node KJhair : export OK (linux version) 
 Node KKhair : export OK (linux version) 
 Node MShair : export OK (linux version) 
 Node PNGhair : export OK (linux version) 
 Node TMhair : export OK (linux version) 
 Node bbcap : export OK (linux version) 
 Node BOSbeard : export OK (linux version) 
 Node BOSbeard : export OK (linux version) 
 Node BOStorso : export OK (linux version) 
 Node BOSarms : export OK (linux version) 
 Node hands : export OK (linux version) 
 Node DOtorso : export OK (linux version) 
 Node DOarms : export OK (linux version) 
 Node hands : export OK (linux version) 
 Node GNtorso : export OK (linux version) 
 Node GNarms : export OK (linux version) 
 Node hands : export OK (linux version) 
 Node JCtorso : export OK (linux version) 
 Node JCarms : export OK (linux version) 
 Node hands : export OK (linux version) 
 Node hands : export OK (linux version) 
 Node JGtorso : export OK (linux version) 
 Node JGarms : export OK (linux version) 
 Node hands : export OK (linux version) 
 Node KJtorso : export OK (linux version) 
 Node KJarms : export OK (linux version) 
 Node hands : export OK (linux version) 
 Node KKtorso : export OK (linux version) 
 Node KKarms : export OK (linux version) 
 Node hands : export OK (linux version) 
 Node MStorso : export OK (linux version) 
 Node MSarms : export OK (linux version) 
 Node hands : export OK (linux version) 
 Node PNGtorso : export OK (linux version) 
 Node PNGarms : export OK (linux version) 
 Node hands : export OK (linux version) 
 Node TMtorso : export OK (linux version) 
 Node TMarms : export OK (linux version) 
 Node BOSpants : export OK (linux version) 
 Node DOpants : export OK (linux version) 
 Node GNpants : export OK (linux version) 
 Node JCpants : export OK (linux version) 
 Node JGpants : export OK (linux version) 
 Node KJpants : export OK (linux version) 
 Node KKpants : export OK (linux version) 
 Node MSpants : export OK (linux version) 
 Node PNGpants : export OK (linux version) 
 Node TMpants : export OK (linux version) 
 Node BOSshoeL : export OK (linux version) 
 Node BOSshoeR : export OK (linux version) 
 Node DOshoeL : export OK (linux version) 
 Node DOshoeR : export OK (linux version) 
 Node GNshoeL : export OK (linux version) 
 Node GNshoeR : export OK (linux version) 
 Node JCshoeL : export OK (linux version) 
 Node JCshoeR : export OK (linux version) 
 Node JGshoeL : export OK (linux version) 
 Node JGshoeR : export OK (linux version) 
 Node KJshoeL : export OK (linux version) 
 Node KJshoeR : export OK (linux version) 
 Node KKshoeL : export OK (linux version) 
 Node KKshoeR : export OK (linux version) 
 Node MSshoeL : export OK (linux version) 
 Node MSshoeR : export OK (linux version) 
 Node PNGshoeL : export OK (linux version) 
 Node PNGshoeR : export OK (linux version) 
 Node TMshoeL : export OK (linux version) 
 Node TMshoeR : export OK (linux version) 
 Node DOglasses : export OK (linux version) 
 Node KJglasses : export OK (linux version) 
 Node PNGglasses : export OK (linux version) 
 Node NWmask : export OK (linux version) 
 Node NLglasses : export OK (linux version) 

player.male.cal3d :: materials
 Material collision : export OK. 
 Material recto_0 : export OK. 
 Material verso : export OK. 
 Material recto_2 : export OK. 
 Material verso : export OK. 
 Material recto_1 : export OK. 
 Material verso : export OK. 
 Material recto_3 : export OK. 
 Material verso : export OK. 
 Material recto_4 : export OK. 
 Material verso : export OK. 
 Material chair_lv00_bois : export OK. 
 Material chair_lv00_coussin : export OK. 
 Material chair_lv01 : export OK. 
 Material chair_lv02 : export OK. 
 Material chair_lv03 : export OK. 
 Material BOShead : export OK. 
 Material BOShair : export OK. 
 Material DOhead : export OK. 
 Material DOhair : export OK. 
 Material DOhead : export OK. 
 Material GNhead : export OK. 
 Material GNhair : export OK. 
 Material JChead : export OK. 
 Material JChair : export OK. 
 Material JGhead : export OK. 
 Material JGhair : export OK. 
 Material KJhead : export OK. 
 Material KJhair : export OK. 
 Material KKhead : export OK. 
 Material KKhair : export OK. 
 Material MShead : export OK. 
 Material MShair : export OK. 
 Material PNGhead : export OK. 
 Material PNGhair : export OK. 
 Material TMhead : export OK. 
 Material TMhair : export OK. 
 Material BOShair : export OK. 
 Material GNhair : export OK. 
 Material JChair : export OK. 
 Material JGhair : export OK. 
 Material KJhair : export OK. 
 Material KKhair : export OK. 
 Material MShair : export OK. 
 Material PNGhair : export OK. 
 Material TMhair : export OK. 
 Material bbcap : export OK. 
 Material BKhair : export OK. 
 Material CLhair : export OK. 
 Material JPhair : export OK. 
 Material BOSbody : export OK. 
 Material hands : export OK. 
 Material DObody : export OK. 
 Material GNbody : export OK. 
 Material JCbody : export OK. 
 Material JGbody : export OK. 
 Material KJbody : export OK. 
 Material KKbody : export OK. 
 Material MSbody : export OK. 
 Material PNGbody : export OK. 
 Material TMbody : export OK. 
 Material DOglasses : export OK. 
 Material DOglassesEM : export OK. 
 Material KJglasses : export OK. 
 Material KJglassesEM : export OK. 
 Material PNGglasses : export OK. 
 Material PNGglassesEM : export OK. 
 Material NWmask : export OK. 
 Material NWmaskEM : export OK. 
 Material NLglasses : export OK. 
 Material NLglassesEM : export OK. 

player.male.cal3d :: animations
 Animation bet : export OK 
 Animation bet : export OK 
 Animation betMore : export OK 
 Animation betMore : export OK 
 Animation betAllIn : export OK 
 Animation betAllIn : export OK 
 Animation getPot : export OK 
 Animation getPot : export OK 
 Animation clothing : export OK 
 Animation clothing : export OK 
 Animation emCalmDown : export OK 
 Animation emCalmDown : export OK 
 Animation emDisapointed : export OK 
 Animation emDisapointed : export OK 
 Animation emDisapointed2 : export OK 
 Animation emDisapointed2 : export OK 
 Animation emImpatient : export OK 
 Animation emImpatient : export OK 
 Animation emLaugh : export OK 
 Animation emLaugh : export OK 
 Animation emLaugh2 : export OK 
 Animation emLaugh2 : export OK 
 Animation emNotFunny : export OK 
 Animation emNotFunny : export OK 
 Animation emSad : export OK 
 Animation emSad : export OK 
 Animation emSilence : export OK 
 Animation emSilence : export OK 
 Animation emThumbUp : export OK 
 Animation emThumbUp : export OK 
 Animation emTwoThumbs : export OK 
 Animation emTwoThumbs : export OK 
 Animation emUpset : export OK 
 Animation emUpset : export OK 
 Animation fix : export OK 
 Animation fix : export OK 
 Animation blink : export OK 
 Animation blink : export OK 
 Animation breath : export OK 
 Animation breath : export OK 
 Animation idle00 : export OK 
 Animation idle00 : export OK 
 Animation idle01 : export OK 
 Animation idle01 : export OK 
 Animation idle02 : export OK 
 Animation idle02 : export OK 
 Animation idle03 : export OK 
 Animation idle03 : export OK 
 Animation idle04 : export OK 
 Animation idle04 : export OK 
 Animation idle05 : export OK 
 Animation idle05 : export OK 
 Animation idle06 : export OK 
 Animation idle06 : export OK 
 Animation idle07 : export OK 
 Animation idle07 : export OK 
 Animation idle08 : export OK 
 Animation idle08 : export OK 
 Animation idle09 : export OK 
 Animation idle09 : export OK 
 Animation idle10 : export OK 
 Animation idle10 : export OK 
 Animation check : export OK 
 Animation check : export OK 
 Animation check02 : export OK 
 Animation check02 : export OK 
 Animation check03 : export OK 
 Animation check03 : export OK 
 Animation idle11A : export OK 
 Animation idle11A : export OK 
 Animation idle11B : export OK 
 Animation idle11B : export OK 
 Animation idle11C : export OK 
 Animation idle11C : export OK 
 Animation idle12A : export OK 
 Animation idle12A : export OK 
 Animation idle12B : export OK 
 Animation idle12B : export OK 
 Animation idle12C : export OK 
 Animation idle12C : export OK 
 Animation lookA : export OK 
 Animation lookA : export OK 
 Animation lookB : export OK 
 Animation lookB : export OK 
 Animation lookC : export OK 
 Animation lookC : export OK 
 Animation fold : export OK 
 Animation fold : export OK 
 Animation fold02 : export OK 
 Animation fold02 : export OK 
 Animation fold03 : export OK 
 Animation fold03 : export OK 
 Animation fold04 : export OK 
 Animation fold04 : export OK 
 Animation fold05 : export OK 
 Animation fold05 : export OK 
 Animation win : export OK 
 Animation win : export OK 
 Animation win02 : export OK 
 Animation win02 : export OK 
 Animation win03 : export OK 
 Animation win03 : export OK 
 Animation lose : export OK 
 Animation lose : export OK 
 Animation lose02 : export OK 
 Animation lose02 : export OK 
 Animation lose03 : export OK 
 Animation lose03 : export OK 
 Animation lose04 : export OK 
 Animation lose04 : export OK 
 Animation lose05 : export OK 
 Animation lose05 : export OK 
 Animation idle13 : export OK 
 Animation idle13 : export OK 
 Animation idle14 : export OK 
 Animation idle14 : export OK 
 Animation idle15 : export OK 
 Animation idle15 : export OK 
 Animation idle16 : export OK 
 Animation idle16 : export OK 
 Animation idle17 : export OK 
 Animation idle17 : export OK 
 Animation openDoor : export OK 
 Animation openDoor : export OK 
 Animation puckPassNear : export OK 
 Animation puckPassNear : export OK 
 Animation puckPassFar : export OK 
 Animation puckPassFar : export OK 
 Animation puckGet : export OK 
 Animation puckGet : export OK 
 Animation seatDown : export OK 
 Animation seatDown : export OK 
 Animation seatUp : export OK 
 Animation seatUp : export OK 
 Animation upIdle01 : export OK 
 Animation upIdle01 : export OK 
 Animation fixUp : export OK 
 Animation fixUp : export OK 
 Animation upIdle02 : export OK 
 Animation upIdle02 : export OK 
 Animation upIdle03 : export OK 
 Animation upIdle03 : export OK 
 Animation upIdle04 : export OK 
 Animation upIdle04 : export OK 
 Animation upIdle05 : export OK 
 Animation upIdle05 : export OK 
 Animation upIdle06 : export OK 
 Animation upIdle06 : export OK 

player.female.cal3d :: cal3d.xfg
 file cal3d.xfg already exists 

player.female.cal3d :: skeleton.csf
 skeleton.CSF : export OK. 
 skeleton.CSF : export OK. 

player.female.cal3d :: meshes
 Node __Torso : export OK. 
 Node __ArmL : export OK. 
 Node __Head : export OK. 
 Node __TorsoLo : export OK. 
 Node __ArmR : export OK. 
 Node __cardzone2 : export OK. 
 Node __cardzone : export OK. 
 Node __chairFront : export OK. 
 Node __chair : export OK. 
 Node bentcard0 : export OK. 
 Node bentcard2 : export OK. 
 Node bentcard1 : export OK. 
 Node bentcard3 : export OK. 
 Node bentcard4 : export OK. 
 Node chair_lv00 : export OK. 
 Node chair_lv01 : export OK. 
 Node chair_lv02 : export OK. 
 Node chair_lv03 : export OK. 
 Node ACeyes : export OK. 
 Node AChead : export OK. 
 Node CDeyes : export OK. 
 Node CDhead : export OK. 
 Node EMeyes : export OK. 
 Node EMhead : export OK. 
 Node JFeyes : export OK. 
 Node JFhead : export OK. 
 Node LDeyes : export OK. 
 Node LDhead : export OK. 
 Node MLhead : export OK. 
 Node MLeyes : export OK. 
 Node SDeyes : export OK. 
 Node SDhead : export OK. 
 An Exception occured in the ExportMesh plugin function 
 Node __Torso : export OK (linux version) 
 Node __ArmL : export OK (linux version) 
 Node __Head : export OK (linux version) 
 Node __TorsoLo : export OK (linux version) 
 Node __ArmR : export OK (linux version) 
 Node __cardzone2 : export OK (linux version) 
 Node __cardzone : export OK (linux version) 
 Node __chairFront : export OK (linux version) 
 Node __chair : export OK (linux version) 
 Node bentcard0 : export OK (linux version) 
 Node bentcard2 : export OK (linux version) 
 Node bentcard1 : export OK (linux version) 
 Node bentcard3 : export OK (linux version) 
 Node bentcard4 : export OK (linux version) 
 Node chair_lv00 : export OK (linux version) 
 Node chair_lv01 : export OK (linux version) 
 Node chair_lv02 : export OK (linux version) 
 Node chair_lv03 : export OK (linux version) 
 Node ACeyes : export OK (linux version) 
 Node AChead : export OK (linux version) 
 Node CDeyes : export OK (linux version) 
 Node CDhead : export OK (linux version) 
 Node EMeyes : export OK (linux version) 
 Node EMhead : export OK (linux version) 
 Node JFeyes : export OK (linux version) 
 Node JFhead : export OK (linux version) 
 Node LDeyes : export OK (linux version) 
 Node LDhead : export OK (linux version) 
 Node MLhead : export OK (linux version) 
 Node MLeyes : export OK (linux version) 
 Node SDeyes : export OK (linux version) 
 Node SDhead : export OK (linux version) 
 Node SSeyes : export OK (linux version) 
 Node SShead : export OK (linux version) 
 Node VEeyes : export OK (linux version) 
 Node VEhead : export OK (linux version) 
 Node WWeyes : export OK (linux version) 
 Node WWhead : export OK (linux version) 
 Node CDhair : export OK (linux version) 
 Node EMhair : export OK (linux version) 
 Node JFhair : export OK (linux version) 
 Node LDhair : export OK (linux version) 
 Node AChair : export OK (linux version) 
 Node SDhair : export OK (linux version) 
 Node SShair : export OK (linux version) 
 Node WWhair : export OK (linux version) 
 Node bbcap : export OK (linux version) 
 Node LDhat : export OK (linux version) 
 Node MLHat : export OK (linux version) 
 Node BWhair : export OK (linux version) 
 Node CDhair : export OK (linux version) 
 Node EMhair : export OK (linux version) 
 Node JFhair : export OK (linux version) 
 Node LDhair : export OK (linux version) 
 Node MLhair : export OK (linux version) 
 Node AChair : export OK (linux version) 
 Node SDhair : export OK (linux version) 
 Node TRhair : export OK (linux version) 
 Node WWhair : export OK (linux version) 
 Node bbcap : export OK (linux version) 
 Node CDtorso : export OK (linux version) 
 Node CDarms : export OK (linux version) 
 Node hands : export OK (linux version) 
 Node CDlegs : export OK (linux version) 
 Node EMtorso : export OK (linux version) 
 Node EMarms : export OK (linux version) 
 Node EMlegs : export OK (linux version) 
 Node SSlegs : export OK (linux version) 
 Node SStorso : export OK (linux version) 
 Node SSarms : export OK (linux version) 
 Node ACtorso : export OK (linux version) 
 Node ACarmL : export OK (linux version) 
 Node ACarmR : export OK (linux version) 
 Node hands : export OK (linux version) 
 Node JFtorso : export OK (linux version) 
 Node hands : export OK (linux version) 
 Node JFarms : export OK (linux version) 
 Node LDtorso : export OK (linux version) 
 Node hands : export OK (linux version) 
 Node LDarms : export OK (linux version) 
 Node hands : export OK (linux version) 
 Node MLtorso : export OK (linux version) 
 Node MLarms : export OK (linux version) 
 Node SDtorso : export OK (linux version) 
 Node SDarms : export OK (linux version) 
 Node hands : export OK (linux version) 
 Node VEtorso : export OK (linux version) 
 Node VEarms : export OK (linux version) 
 Node hands : export OK (linux version) 
 Node WWtorso : export OK (linux version) 
 Node WWarms : export OK (linux version) 
 Node hands : export OK (linux version) 
 Node AClegs : export OK (linux version) 
 Node JFlegs : export OK (linux version) 
 Node LDlegs : export OK (linux version) 
 Node MLlegs : export OK (linux version) 
 Node SDlegs : export OK (linux version) 
 Node VElegs : export OK (linux version) 
 Node WWlegs : export OK (linux version) 
 Node ACfootL : export OK (linux version) 
 Node ACfootR : export OK (linux version) 
 Node CDshoeL : export OK (linux version) 
 Node CDshoeR : export OK (linux version) 
 Node JFshoeL : export OK (linux version) 
 Node JFshoeR : export OK (linux version) 
 Node MLshoeL : export OK (linux version) 
 Node MLshoeR : export OK (linux version) 
 Node SSfootL : export OK (linux version) 
 Node SSfootR : export OK (linux version) 
 Node VEfootR : export OK (linux version) 
 Node VEfootL : export OK (linux version) 
 Node WWshoeL : export OK (linux version) 
 Node WWshoeR : export OK (linux version) 
 Node CDearrings : export OK (linux version) 
 Node JFclip : export OK (linux version) 
 Node LDglasses : export OK (linux version) 
 Node NWglasses : export OK (linux version) 
 Node MLearrings : export OK (linux version) 
 Node SSearrings : export OK (linux version) 
 Node WWearrings : export OK (linux version) 
 Node WWpearl : export OK (linux version) 

player.female.cal3d :: materials
 Material collision : export OK. 
 Material recto_0 : export OK. 
 Material verso : export OK. 
 Material recto_2 : export OK. 
 Material verso : export OK. 
 Material recto_1 : export OK. 
 Material verso : export OK. 
 Material recto_3 : export OK. 
 Material verso : export OK. 
 Material recto_4 : export OK. 
 Material verso : export OK. 
 Material chair_lv00_bois : export OK. 
 Material chair_lv00_coussin : export OK. 
 Material chair_lv01 : export OK. 
 Material chair_lv02 : export OK. 
 Material chair_lv03 : export OK. 
 Material AChead : export OK. 
 Material AChair : export OK. 
 Material CDhead : export OK. 
 Material CDHair : export OK. 
 Material EMhead : export OK. 
 Material EMhair : export OK. 
 Material JFhead : export OK. 
 Material JFhair : export OK. 
 Material LDhead : export OK. 
 Material LDhair : export OK. 
 Material MLhead : export OK. 
 Material MLhair : export OK. 
 Material SDhead : export OK. 
 Material SDhair : export OK. 
 Material SShead : export OK. 
 Material SShair : export OK. 
 Material VEhead : export OK. 
 Material VEhair : export OK. 
 Material WWhead : export OK. 
 Material WWhair : export OK. 
 Material CDBody : export OK. 
 Material bbcap_woman : export OK. 
 Material LDhat : export OK. 
 Material MLhat : export OK. 
 Material BWhair : export OK. 
 Material TRhair : export OK. 
 Material hands : export OK. 
 Material EMbody : export OK. 
 Material SSbody : export OK. 
 Material SSbody : export OK. 
 Material SSbodyAlpha : export OK. 
 Material ACbody : export OK. 
 Material JFbody : export OK. 
 Material LDbody : export OK. 
 Material MLbody : export OK. 
 Material SDbody : export OK. 
 Material VEbody : export OK. 
 Material WWbody : export OK. 
 Material JFbeltbutton : export OK. 
 Material CDearrings : export OK. 
 Material JFclip : export OK. 
 Material LDglasses : export OK. 
 Material LDglassesEM : export OK. 
 Material NWglasses : export OK. 
 Material NWglassesEM : export OK. 
 Material MLearring : export OK. 
 Material SSearrings : export OK. 
 Material WWearrings : export OK. 

player.female.cal3d :: animations
 Animation blink : export OK 
 Animation blink : export OK 
 Animation breath : export OK 
 Animation breath : export OK 
 Animation fix : export OK 
 Animation fix : export OK 
 Animation fixUp : export OK 
 Animation fixUp : export OK 
 Animation bet : export OK 
 Animation bet : export OK 
 Animation betAllIn : export OK 
 Animation betAllIn : export OK 
 Animation betMore : export OK 
 Animation betMore : export OK 
 Animation check : export OK 
 Animation check : export OK 
 Animation check02 : export OK 
 Animation check02 : export OK 
 Animation check03 : export OK 
 Animation check03 : export OK 
 Animation clothing : export OK 
 Animation clothing : export OK 
 Animation emCalmDown : export OK 
 Animation emCalmDown : export OK 
 Animation emDisappointed : export OK 
 Animation emDisappointed : export OK 
 Animation emImpatient : export OK 
 Animation emImpatient : export OK 
 Animation emLaugh : export OK 
 Animation emLaugh : export OK 
 Animation emNotFunny : export OK 
 Animation emNotFunny : export OK 
 Animation emSad : export OK 
 Animation emSad : export OK 
 Animation emSilence : export OK 
 Animation emSilence : export OK 
 Animation emThumbUp : export OK 
 Animation emThumbUp : export OK 
 Animation emTwoThumbs : export OK 
 Animation emTwoThumbs : export OK 
 Animation emUpset : export OK 
 Animation emUpset : export OK 
 Animation fold : export OK 
 Animation fold : export OK 
 Animation fold02 : export OK 
 Animation fold02 : export OK 
 Animation fold03 : export OK 
 Animation fold03 : export OK 
 Animation fold04 : export OK 
 Animation fold04 : export OK 
 Animation fold05 : export OK 
 Animation fold05 : export OK 
 Animation getPot : export OK 
 Animation getPot : export OK 
 Animation idle01 : export OK 
 Animation idle01 : export OK 
 Animation idle02 : export OK 
 Animation idle02 : export OK 
 Animation idle03 : export OK 
 Animation idle03 : export OK 
 Animation idle04 : export OK 
 Animation idle04 : export OK 
 Animation idle05 : export OK 
 Animation idle05 : export OK 
 Animation idle06 : export OK 
 Animation idle06 : export OK 
 Animation idle07 : export OK 
 Animation idle07 : export OK 
 Animation idle08 : export OK 
 Animation idle08 : export OK 
 Animation idle09 : export OK 
 Animation idle09 : export OK 
 Animation idle10 : export OK 
 Animation idle10 : export OK 
 Animation idle11 : export OK 
 Animation idle11 : export OK 
 Animation idle12 : export OK 
 Animation idle12 : export OK 
 Animation idle13 : export OK 
 Animation idle13 : export OK 
 Animation idle14 : export OK 
 Animation idle14 : export OK 
 Animation idle15 : export OK 
 Animation idle15 : export OK 
 Animation idle16 : export OK 
 Animation idle16 : export OK 
 Animation idle17 : export OK 
 Animation idle17 : export OK 
 Animation lookA : export OK 
 Animation lookA : export OK 
 Animation lookB : export OK 
 Animation lookB : export OK 
 Animation lookC : export OK 
 Animation lookC : export OK 
 Animation lose : export OK 
 Animation lose : export OK 
 Animation lose02 : export OK 
 Animation lose02 : export OK 
 Animation lose03 : export OK 
 Animation lose03 : export OK 
 Animation lose04 : export OK 
 Animation lose04 : export OK 
 Animation lose05 : export OK 
 Animation lose05 : export OK 
 Animation openDoor : export OK 
 Animation openDoor : export OK 
 Animation puckGet : export OK 
 Animation puckGet : export OK 
 Animation puckPassFar : export OK 
 Animation puckPassFar : export OK 
 Animation puckPassNear : export OK 
 Animation puckPassNear : export OK 
 Animation seatDown : export OK 
 Animation seatDown : export OK 
 Animation seatUp : export OK 
 Animation seatUp : export OK 
 Animation upIdle01 : export OK 
 Animation upIdle01 : export OK 
 Animation upIdle02 : export OK 
 Animation upIdle02 : export OK 
 Animation upIdle03 : export OK 
 Animation upIdle03 : export OK 
 Animation upIdle04 : export OK 
 Animation upIdle04 : export OK 
 Animation upIdle05 : export OK 
 Animation upIdle05 : export OK 
 Animation upIdle06 : export OK 
 Animation upIdle06 : export OK 
 Animation win : export OK 
 Animation win : export OK 
 Animation win02 : export OK 
 Animation win02 : export OK 
 Animation win03 : export OK 
 Animation win03 : export OK 
 Animation win04 : export OK 
 Animation win04 : export OK 
}}}
Download and install 7-zip that is available at http://www.7-zip.org Right click on the file and choose 7-zip. Or use ''winrar''.
The MD5 sum signature of the 3dprod-2007-09-03.zip is as follows
{{{
39a379163badb6b065700efbe50a2c1c 3dprod-2007-09-03.zip
}}}
if the file that you have on your hard drive does not have the same signature, it is indeed corrupted. If it has the same signature, you're not using the proper tool to open the archive.
this happens when you moved the 3dprod directory to a different location. In order to fix this you must delete the ''mekenExport.cfg'' file that is in the ''c:\Program Files\Autodesk\3dsmax8\scripts\mekenExport\'' directory. When you click again on the poker chip icon in 3dsmax, the script will notice that the file does not exist and show a dialog box where you can fill the values.
* debugging information related to the export process and the 3dsmax plugins is collected in a few ''output.log'' files. Search the entire disk for ''output.log'' files.
* c:\res.txt is created by the poker room exports and contains something like 
{{{
Loading DAE file and converting...
Saving mesh "posGlow" to "position/mesh_posGlow.umesh"
Done.
}}}
there is a french HOWTO in 3dprod/sources.tools/world_converter/bin/howto.txt that should NOT be necessary for the exporter to work but can be browsed for information
you must acquire Cebas Final Render stage 1 + SP2 upgrade (cebas.dlu and tBaker.dlu are needed for baking scene lighting into textures)
double check that your firewall is not blocking the outgoing connections
{{{
(11:09:40 AM) artist: hi
(11:09:46 AM) ldachary: hey
(11:13:02 AM) artist: rename data.proprio in Pok3d\data you mean rename I must rename data.proprio in C:\3dprod directory?
(11:14:13 AM) ldachary: here is how it works
(11:14:25 AM) ldachary: when the pok3d poker game client is run
(11:14:41 AM) ldachary: it gets graphics from c:\program files\pok3d\data
(11:14:43 AM) ldachary: ok ?
(11:14:52 AM) artist: ok
(11:15:26 AM) ldachary: this directory contains the same things as the 3dprod\data.proprio directory
(11:16:01 AM) ldachary: do you see that the names of the files in c:\program files\pok3d\data and 3dprod\data.proprio are the same ?
(11:16:15 AM) artist: yes 
(11:16:34 AM) ldachary: you can do this:
(11:16:56 AM) ldachary: rename c:\program files\pok3d\data in c:\program files\pok3d\data.orig
(11:17:09 AM) artist: already
(11:17:19 AM) ldachary: and rename 3dprod\data.proprio in c:\program files\pok3d\data
(11:17:31 AM) artist: moment
(11:17:40 AM) ldachary: and now the game will use data.proprio instead of data
(11:17:47 AM) ldachary: ok ?
(11:18:47 AM) artist: In C:\Program Files\Pok3d I cannot find data.proprio folder
(11:20:06 AM) artist: cannot understand what you mean rename 3dprod\data.proprio in c:\program files\pok3d\data
(11:20:19 AM) ldachary: you go in 3dprod
(11:20:35 AM) ldachary: you right click on data.proprio
(11:20:37 AM) artist: yes
(11:20:39 AM) ldachary: you cut
(11:20:49 AM) ldachary: you go to c:\program files\pok3d
(11:20:50 AM) artist: cut ?
(11:21:22 AM) ldachary: what do you read in the menu when you right click on data.proprio ? 
(11:21:27 AM) artist: I must cut directory?
(11:21:36 AM) ldachary: yes 
(11:21:40 AM) ldachary: you cut data.proprio
(11:21:41 AM) artist: than?
(11:21:51 AM) artist: where past?
(11:21:56 AM) ldachary: you go to c:\program files\pok3d\
(11:22:00 AM) ldachary: you paste
(11:22:17 AM) artist: than?
(11:22:23 AM) ldachary: you right click again
(11:22:27 AM) ldachary: you chose rename
(11:22:36 AM) ldachary: and you rename it data
(11:23:03 AM) artist: rename directory name to what?
(11:23:07 AM) ldachary: data
(11:23:16 AM) ldachary: rename data.proprio data
(11:23:22 AM) artist: name "data"?
(11:23:33 AM) ldachary: yes, data
(11:23:40 AM) artist: than?
(11:23:50 AM) ldachary: then you are finished
(11:23:57 AM) artist: moment
(11:24:02 AM) ldachary: you have rename 3dprod\data.proprio in c:\program files\pok3d\data
(11:24:12 AM) ldachary: yes ?
(11:24:23 AM) ldachary: you understand what I mean by rename now ?
(11:24:30 AM) artist: yes
}}}
This happens during the export and because an element of the scene is not in the bounds of the technical constraints imposed by the exporter. 
<<tiddler Constraints>>
it is a .dds file that was created with photoshop and exported with http://developer.nvidia.com/object/photoshop_dds_plugins.html and then compressed with the {{{3dprod\file2rle\file2rle.exe}}} tool. It is used for compressing character textures on disk and can be used whereever a TGA or TIFF file can be used.
* in 3dprod\source.proprio.3d\homme\max\models - hommes.max there are ten outfits with object names starting with
**BO
** DO
** GN
** JC
** JG
** KJ
** KK
** MS
** PNG
** TM
* 3dprod\source.proprio.3d\femme\max\models - femmes.max there are ten outfits with object names starting with
** AC
** CD
** EM
** JF
** LD
** ML
** SD
** SS
** VE
** WW
The 3D data sources are in the http://3dprod.pokersource.info/3dprod-2007-09-03.zip archive
* the male character is 3dprod\source.proprio.3d\homme\max\models - hommes.max
* the female character is 3dprod\source.proprio.3d\femme\max\models - femmes.max
objectAttributes\\oaUtils.ms is part of  {{{3dprod\source.tools-HEAD\max\script tools\objectAttributes.mzp}}}.
Make sure you drag and drop all "3dprod\source.tools-HEAD\max\script tools" *.mzp files on a 3dsmax viewport, including objectAttributs.mzp
when recompiling [[from the sources|HOWTO recompile source.tools]] this error may happen while compiling world_converter. It usually means the ~COLLADA_EXTERNAL_LIBS_LOCATION environment variable is not properly set.