Changes to the DTS Exporter:

Version 26-04-2002
- A LW surface reflection of zero will turn on the 'no environmental reflections'
flag for the Torque material.
- The default transparency flags no longer include 'Additive'
- A non-zero value for the luminosity channel in LightWave actives the SelfIlluminated flag
for the Torque material.
- A new LW shader has been built to allow for the setting of some Torque flags on a per
surface basis.  This shader requires that the exporter plug-in be loaded in both Layout and
Modeler.  To use it, select the 'Shader' tab for the surface, and choose
TorqueDTS_MaterialAttributes from the list.  This shader allows for the setting of the
Additive and Subtractive flags, as well as the NoMipMap and MipMapZeroBorder flags.
- Fix a bug that was preventing nodes from being a child of the correct parent.
- Implemented animation sequence support.  Any number of sequences may be defined for a range
of frames within the scene.  A sequence may also be set to cycle.  All of these options
are located under the Animation Tab in the exporter interface.
- Added a custom object plug-in that will show the name of the current animation sequence.
This is very handy as you don't need to then refer to the exporter interface to find out
what sequence your frame currently belongs to.
- Added a motion handler plug-in that is used to translate IK rotations into a special set of
channels.  These channels are then read by the exporter and save as part of the animation
sequence.  This allows the user to create animations using IK (otherwise, the IK rotations
would not be saved as only true keyframes may be read by the exporter.  A LW SDK design.).

Version 21-03-2002
- Added node support, including a button to bring up a window that lists all of the nodes
that will be created in the DTS file.
- Currently, if a node is not exported, then its children will not be exported.  The exception
to this is if a node based on the mesh is not exported based on the user's option in the
Advanced Tab.  In this case, any children of the mesh will be exported as nodes, but their
local space will be used as their world space.  This will cause some differences between
how nodes are displayed between LW and Torque.  The current solution: Don't keyframe a mesh
to a location other than the origin if you are not going to export it as a node!
- Advanced Tab: Allowed the user to choose the type of points and polygons that will
be exported: those as saved from Modeler (Normal), and those after being transformed within
Layout, such as from bones or morphing (Transformed).  The default is Normal.
- Advanced Tab: The user can now choose from what time frame the positions and rotations
will be read from.  The default is a time of 0.0 seconds.
- Advanced Tab: the user may choose to export meshes as nodes.  If this is not selected,
then a Root node is automatically created for meshes to attach to (if they don't have their
own bones to attach to).  Also, any tranforms that have been done on the mesh (such as
moving it or rotating it within Layout) will not be taken into account when building
child nodes, such as bones.  Otherwise, a node for each mesh is created, and any vertices
within each mesh that are not attached to a bone are attached to the mesh's node.  The
default is to create a node based on the mesh.
- Advanced Tab: The user may add an extension to the nodes created from meshes to distinguish
them from the mesh names.  This will likely only have a bearing when programatically accessing
the object within the Torque Engine.
- Added support for environmentally reflective materials.  The reflection parameter in the
LW sirface is used to regulate the amount of reflection.  For each surface, the base reflection
amount is control by the alpha channel in the colour bitmap.  This is how Torque does it when
there isn't a separate reflection map (which will be in a future version).


Version 08-03-2002
- Changed the saving code to take endian differences into account for the Mac version of the
exporter.  This also required a change to the Shape::getNodeWorldPosRot() function to assign
a Quaternion directly rather than use the SDK ::identity method.  This was to get around
a Visual C++6 and CodeWarrior 7 difference.
- Fixed all textures to export in the correct orientation.  Previously, all images would
appear to be upsidedown.  Hopefully this fix will not break sometime down the road, as the
mapping of LW to OpenGL should have worked without this fix.


Version 21-02-2002
- First stable and usable version!
- Exports static objects, including a collision mesh.
- Bug with textures being exported upsidedown exists.

