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                              3ds2unr Changes
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Version 1.19
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Support for specifying a [separate] .3ds file used to generate the _d.3d file
(-d and -x switches).

Support for automatically scaling input models to 256x256x256 to minimize
rounding errors (-s switch).

Now recognizes WEAP, TRAN, TWOS, MASK as modifiers (3DS doesn't like long
material names and cases like SKIN.TRANSLUSCENT were getting too long).

Added the -n switch to allow the class name to be specified independently of the
input (.3d and .pcx) file names.

Now accepts 0-based sequence frame names with a warning (previous versions
skipped the rest of the sequence).

Made warnings a bit clearer and more helpful (I hope).

Version 1.18
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No material name warning if basename by itself (no '.') and basename is not a
modifier name (WEAPON, TWOSIDED, MASKED, TRANSLUCENT). Warning is also less
annoying (shorter). This makes names like VAMPIRE, VAMPIRE.TWOSIDED valid. Names
like TWOSIDED, WEAPON will work but will generate a warning and more textures
than are necessary will be used in the .uc.

Version 1.17
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Put back support for 3DS files using the old naming convention.

Improved handling of no files found situation.

Sequence names are now sorted in the .uc.

Version 1.16
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Fixed (old) bug which caused left and right sides of models to be reversed.

Model coordinate system is now converted from 3DS to Unreal (should no
longer need YAW= in .uc)

Animations are now sorted by name in the .uc and .3d files.

Fixed missing fclose problem which could limit max # .3ds input files.

New optional switches:

	-b BaseName : base name for class (default is Actor)
	-p          : pause after completion
	-q          : quiet mode (no bad coordinate warnings)
	-y          : do not adjust the yaw for Unreal (old behaviour)
