OK, managed to get a couple of days to do a playthrough of TSL and test things out properly. I didn't find any problems specific to the mod, aside from the need for some texture tweaks, but I figured it was sufficient to cobble together a release - http://www.lucasforums.com/showthread.php?t=220359
Edit: As per my post in that thread, I figured out the issue of the missing sounds. Unlike what I first thought, it may actually be NWMax at fault, not MDLOps.
Some sounds, like footsteps, have to be flagged as events that occur at a specified point during an animation. MDLOps does seem to read this information when decompiling. For example, the start of the walk cycle animation for HK, from the decompiled vanilla model:
newanim walk P_HK47
node dummy P_HK47
Note there the eventlist
block, which calls out 2 footstep sound events. Now compare it to the equivalent section from the exported model:
newanim walk DP_HK47
node dummy DP_HK47
There is no eventlist block with the footstep sound events. They don't show up when inspecting the model base of a freshly decompiled vanilla model in Max, so I am guessing NWMax is either ignoring them or otherwise not applying them.
Other missing sound events: snd_hitground, draw_weapon, Hit.