This .ZIP includes raw media, assets, and tools which will be useful to you when creating mods for Torchlight II. Below is a brief description of the resources you will find in this package.
For those of you looking to replace models and characters, you'll need Runic Games' 3DSMax plugins. It should be noted that if you already have a means of generating Ogre mesh and animation files, you can continue to do so - that format is supported. However, if you do not, you'll need Runic Games' formats. Runic Games also have some helpful additional tools that make it easier to do more interesting material settings directly in 3DSMax.
The plugins included are for 3DSMax 2009, which is the version used for development.
The plugins are -
Add these to your 3DSMax plugins folder to enable them.
To use these plugins, you will also need the Ogre Command Line Tools, which these exporters will attempt to run at export time. These tools are included in the package, you will simply need to place the OgreCommandLineTools folder in the root of your C: drive.
A mesh viewer which can view and preview animations and models in Ogre format is also included. A readme.txt file is included explaining the usage of this tool.
Note that you can also preview models and animations in GUTS, but this is a much quicker way to do it, especially with file association.
The MAX files for the player characters, several NPCS, all of their animations, and some wardrobe examples are all included. Also:
NOTE - IF YOU WANT TO ADD NEW TEXTURES TO THE UI, CREATING UNIQUE TEXTURE SHEETS IS RECOMMENDED! Creating unique texture sheets will help prevent mod conflicts. When generating texture sheets, unique names are required to prevent collisions. If you want to just replace a texture that currently is being used then you will want to regenerate the texture sheets containing that image.
The included textures will also make it possible for you to prevent naming conflicts.
When you are using the GUTS Texture Sheet generator, you'll need to change the configuration for each bundle of textures to point to the matching folder (and the output folder to point to your mod's texture sheet folder ) so that they can be properly generated.
If you have any questions - please ask away in their forums and Runic Games will do their best to give you a leg up.