[Licensing]
The unofficial toolset uses third-party code:
 - OPCODE 1.3 (http://www.codercorner.com/Opcode.htm)
 - Most matrix/quaternion methods are taken from
   Game Programming Gems (http://www.graphicsgems.org),
   WildMagic library (http://www.geometrictools.com),
   LightWave 8.0 SDK and ik2Bsolver sample from Maya 8.5 SDK.
 - NVIDIA Texture Tools 2.0.8 (http://code.google.com/p/nvidia-texture-tools/).
 - OggVorbis (http://www.xiph.org/).
 - lzhuf.c (Haruyasu Yoshizaki).
 - minilzo library (http://www.oberhumer.com/opensource/lzo/).
 - CRC32 (Gary S. Brown).
 - (more?)

The code to load/save X-Ray files closely follows the GSC one.

Regarding the rest source code, you can do whatever you want, just do
not say you wrote it. Please include this notice and all the source
code when distributing the binaries.


[Content]
converter.exe - multi-function utility and level decompiler.
aiwrapper.exe - wrapper for xrAI.exe from build 2215.
xrayMayaTools.mll - Maya plugin to import/export X-Ray files.
ms3dXRayImport.dll - Milkshape 3D plugin for importing X-Ray files.
ms3dXRayExport.dll - Milkshape 3D plugin for exporting X-Ray files.


[Requirements]
PC with SSE2-capable CPU, 2GB RAM and
installed Visual C++ 2008 SP1 Redistributable Package:

http://www.microsoft.com/download/en/details.aspx?displaylang=en&id=11895

It is strongly recommended to use the MOD SDK without any user-made
modifications.
