The scripts support every feature of the .pkg format, including xrefs and .ter files. (if I didn't forget anything)
To install the scripts, put them in 3dsMax's "scripts" folder. To use them, go in the "MaxScript" menu, select "Run script" and then select the script you need.
I tested successfully the scripts on 3dsMax 2013 64bit, but they should work also with other versions.
Tips for exporting:
- Put the :m suffix at the end of the name of a part to generate the .mtx file for it.
Dashboards use 9 different "paintjobs" for the different gears. (only the gear indicator changes texture in MM2) To set different textures for gears on the gear indicator, set 8 different paintjobs (the 9th is the base texture), using as suffix the gear indicator's texture name. (for dashboards, it won't be treated as a suffix, only that texture will be changed in the paintjobs)
To export the bound as .bnd, name it "BOUND", to export it as .bbnd (and, optionally, to generate the .ter file), name the bound "BINARY_BOUND". The generation of .ter files is quite slow (can take up to 3 minutes with most complex bounds), since it contains a division in sections of the bound, which must be calculated. The properties of a material in a bound are defined in the material's name (for example: default/0.1/0.5/none/none)
To assign a "reflective" color to a material, set its filter color to anything different from [128,128,128] (it will be the reflective color). To change the alpha value of a color, adjust its map amount value.
To export xrefs: create a helper (for example a dummy), name it as the referenced object, and position it where you want. Only rotation about Max's Z axis will be exported, since MM2 rotates xrefs only about that axis.
Importer (updated on 2013-08-02): https://app.box.com/s/5c63mos01d3movne5mhv
Exporter (updated on 2013 08-02): https://app.box.com/s/3cb2vj6k0fzmjyaabq72