http://www.mediafire.com/download.php?lo1cpzlzrn17tw4
I don't know what modelling programs people will want to use but I've been using Blender 3d for trying this out (I don't have anything else) and so there may be a different set of quirks and whatnot for getting it working in other programs.
Basic usage:
'3doobj mannysuit.3do manny.obj .png' will output the file manny.obj and manny.mtl. manny.mtl will have simple materials which will specify the textures to use, so bone.mat becomes bone.png or whatever image format you specify on the command line. (if you don't specify one it will just use .png)
Place these two in a folder along with all the textures you want the modelling program to use.
Then (for Blender) when you import the .obj it will search the folder for the textures specified in the .mtl and apply them to the model appropriately. You can then change the model and adjust the texture mapping etc, and export again as a .obj
'obj3do mannysuit.3do mannyNEW.obj m.3do'
This will go through the .obj file and update the appropriate parts of the original .3do file and write out the result as m.3do or whatever the third argument to the program is. This can then be placed in the .lab file and used in ResidualVM.
Notes: When you export out of your modelling program the resulting .mtl is not needed for the reverse trip. The program assumes that the material names used in the .obj file will have (for example) m_bone.mat somewhere in it.
These programs do not seem to handle the normals correctly or maybe some of the face options are being set incorrectly. Even converting to .obj then straight back, the result in game is strange lighting on the model so I will need to have a play around to see what is wrong there and fix it.
Also these programs still do not do any of the rotations that are present in later model files.
So try it out and let me know how it works. Hopefully it does
![Wink :wink:](./images/smilies/icon_wink.gif)